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Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp79
1 files changed, 19 insertions, 60 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index eed479a1e..3d854c320 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -42,15 +42,18 @@
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
#include "../company_base.h"
+#include "../oldpool_func.h"
DECLARE_POSTFIX_INCREMENT(ClientID);
+typedef ClientIndex NetworkClientInfoID;
+DEFINE_OLD_POOL_GENERIC(NetworkClientInfo, NetworkClientInfo);
+
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
-NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
@@ -83,12 +86,6 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
-// Here we keep track of the clients
-// (and the client uses [0] for his own communication)
-NetworkClientSocket _clients[MAX_CLIENTS];
-
-
-
// The listen socket for the server
static SOCKET _listensocket;
@@ -316,9 +313,6 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket* cs)
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
-
- // Dequeue all commands before closing the socket
- GetNetworkClientSocket(0)->Send_Packets();
}
_switch_mode = SM_MENU;
@@ -419,30 +413,24 @@ void ParseConnectionString(const char **company, const char **port, char *connec
// Used both by the server and the client
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
- NetworkClientSocket *cs;
- byte client_no = 0;
-
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
// Register the login
- client_no = _network_clients_connected++;
+ _network_clients_connected++;
}
- cs = GetNetworkClientSocket(client_no);
- cs->Initialize();
+ NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
cs->sock = s;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
- NetworkClientInfo *ci = cs->GetInfo();
- memset(ci, 0, sizeof(*ci));
-
cs->client_id = _network_client_id++;
- ci->client_id = cs->client_id;
+ NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
+ cs->SetInfo(ci);
ci->client_playas = COMPANY_INACTIVE_CLIENT;
ci->join_date = _date;
@@ -455,12 +443,7 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
// Close a connection
void NetworkCloseClient(NetworkClientSocket *cs)
{
- NetworkClientInfo *ci;
- // Socket is already dead
- if (cs->sock == INVALID_SOCKET) {
- cs->has_quit = true;
- return;
- }
+ assert(cs->sock != INVALID_SOCKET);
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
@@ -491,31 +474,16 @@ void NetworkCloseClient(NetworkClientSocket *cs)
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", CLIENT_ID_SERVER);
}
- cs->Destroy();
-
- // Close the gap in the client-list
- ci = cs->GetInfo();
-
if (_network_server) {
// We just lost one client :(
if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
_network_clients_connected--;
- while ((cs + 1) != GetNetworkClientSocket(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) {
- *cs = *(cs + 1);
- *ci = *(ci + 1);
- cs++;
- ci++;
- }
-
InvalidateWindow(WC_CLIENT_LIST, 0);
}
- // Reset the status of the last socket
- cs->sock = INVALID_SOCKET;
- cs->status = STATUS_INACTIVE;
- cs->client_id = INVALID_CLIENT_ID;
- ci->client_id = INVALID_CLIENT_ID;
+ delete cs->GetInfo();
+ delete cs;
CheckMinActiveClients();
}
@@ -697,22 +665,20 @@ static void NetworkClose()
free(_network_company_states);
_network_company_states = NULL;
+
+ _NetworkClientSocket_pool.CleanPool();
+ _NetworkClientInfo_pool.CleanPool();
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize()
{
- NetworkClientSocket *cs;
-
_local_command_queue = NULL;
- // Clean all client-sockets
- for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
- cs->Initialize();
- }
-
- // Clean the client_info memory
- memset(&_network_client_info, 0, sizeof(_network_client_info));
+ _NetworkClientSocket_pool.CleanPool();
+ _NetworkClientSocket_pool.AddBlockToPool();
+ _NetworkClientInfo_pool.CleanPool();
+ _NetworkClientInfo_pool.AddBlockToPool();
_sync_frame = 0;
_network_first_time = true;
@@ -817,8 +783,6 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
static void NetworkInitGameInfo()
{
- NetworkClientInfo *ci;
-
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
@@ -827,12 +791,7 @@ static void NetworkInitGameInfo()
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
- // We use _network_client_info[MAX_CLIENT_SLOTS - 1] to store the server-data in it
- // The client identifier is CLIENT_ID_SERVER ( = 1)
- ci = &_network_client_info[MAX_CLIENT_SLOTS - 1];
- memset(ci, 0, sizeof(*ci));
-
- ci->client_id = CLIENT_ID_SERVER;
+ NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));