diff options
Diffstat (limited to 'network_data.c')
-rw-r--r-- | network_data.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/network_data.c b/network_data.c index 50d4ada1f..d9a0c7971 100644 --- a/network_data.c +++ b/network_data.c @@ -86,7 +86,7 @@ assert_compile(sizeof(PacketSize) == 2); // as soon as possible // (that is: the next tick, or maybe one tick later if the // OS-network-buffer is full) -void NetworkSend_Packet(Packet *packet, ClientState *cs) +void NetworkSend_Packet(Packet *packet, NetworkClientState *cs) { Packet *p; assert(packet != NULL); @@ -114,9 +114,9 @@ void NetworkSend_Packet(Packet *packet, ClientState *cs) // this handles what to do. // For clients: close connection and drop back to main-menu // For servers: close connection and that is it -NetworkRecvStatus CloseConnection(ClientState *cs) +NetworkRecvStatus CloseConnection(NetworkClientState *cs) { - CloseClient(cs); + NetworkCloseClient(cs); // Clients drop back to the main menu if (!_network_server) { @@ -136,7 +136,7 @@ NetworkRecvStatus CloseConnection(ClientState *cs) // 2) the OS reports back that it can not send any more // data right now (full network-buffer, it happens ;)) // 3) sending took too long -bool NetworkSend_Packets(ClientState *cs) +bool NetworkSend_Packets(NetworkClientState *cs) { ssize_t res; Packet *p; @@ -242,7 +242,7 @@ void NetworkRecv_string(Packet *p, char* buffer, size_t size) // (the line: 'p->size = (uint16)p->buffer[0];' and below) assert_compile(sizeof(PacketSize) == 2); -Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status) +Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status) { ssize_t res; Packet *p; @@ -330,7 +330,7 @@ Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status) } // Add a command to the local command queue -void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp) +void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp) { CommandPacket *new_cp = malloc(sizeof(CommandPacket)); @@ -390,7 +390,7 @@ void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandC // client on the server can do everything 1 tick faster then others. // So to keep the game fair, we delay the command with 1 tick // which gives about the same speed as most clients. - ClientState *cs; + NetworkClientState *cs; // And we queue it for delivery to the clients FOR_ALL_CLIENTS(cs) { |