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-rw-r--r--src/network/core/tcp_game.h2
-rw-r--r--src/network/network_command.cpp14
-rw-r--r--src/network/network_server.cpp2
3 files changed, 9 insertions, 9 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index d6952d1bf..f150a5f08 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -122,7 +122,7 @@ public:
ClientStatus status; ///< Status of this client
- CommandQueue command_queue; ///< The command-queue awaiting delivery
+ CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection(bool error = true);
diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp
index 8c550338c..6f6cae886 100644
--- a/src/network/network_command.cpp
+++ b/src/network/network_command.cpp
@@ -97,8 +97,8 @@ void CommandQueue::Free()
}
-/** Local queue of packets */
-static CommandQueue _local_command_queue;
+/** Local queue of packets waiting for execution. */
+static CommandQueue _local_execution_queue;
/**
* Add a command to the local or client socket command queue,
@@ -110,7 +110,7 @@ void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
{
CommandPacket *new_cp = MallocT<CommandPacket>(1);
*new_cp = cp;
- (cs == NULL ? _local_command_queue : cs->command_queue).Append(new_cp);
+ (cs == NULL ? _local_execution_queue : cs->outgoing_queue).Append(new_cp);
}
/**
@@ -177,7 +177,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
*/
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
{
- for (CommandPacket *p = _local_command_queue.Peek(); p != NULL; p = p->next) {
+ for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
CommandPacket c = *p;
c.callback = 0;
c.next = NULL;
@@ -193,7 +193,7 @@ void NetworkExecuteLocalCommandQueue()
assert(IsLocalCompany());
CommandPacket *cp;
- while ((cp = _local_command_queue.Peek()) != NULL) {
+ while ((cp = _local_execution_queue.Peek()) != NULL) {
/* The queue is always in order, which means
* that the first element will be executed first. */
if (_frame_counter < cp->frame) break;
@@ -209,7 +209,7 @@ void NetworkExecuteLocalCommandQueue()
cp->cmd |= CMD_NETWORK_COMMAND;
DoCommandP(cp, cp->my_cmd);
- _local_command_queue.Pop();
+ _local_execution_queue.Pop();
free(cp);
}
@@ -222,7 +222,7 @@ void NetworkExecuteLocalCommandQueue()
*/
void NetworkFreeLocalCommandQueue()
{
- _local_command_queue.Free();
+ _local_execution_queue.Free();
}
/**
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index a363c2058..e9cb791d5 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -1612,7 +1612,7 @@ void NetworkServer_ReadPackets(NetworkClientSocket *cs)
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
- while ((cp = cs->command_queue.Pop()) != NULL) {
+ while ((cp = cs->outgoing_queue.Pop()) != NULL) {
SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
free(cp);
}