diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/network/core/tcp_game.h | 15 | ||||
-rw-r--r-- | src/network/network.cpp | 4 | ||||
-rw-r--r-- | src/network/network_command.cpp | 2 | ||||
-rw-r--r-- | src/network/network_server.cpp | 10 | ||||
-rw-r--r-- | src/network/network_server.h | 15 |
5 files changed, 23 insertions, 23 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h index 6fd5649c1..a2e0226be 100644 --- a/src/network/core/tcp_game.h +++ b/src/network/core/tcp_game.h @@ -147,21 +147,6 @@ public: uint Count() const { return this->count; } }; -/** Status of a client */ -enum ClientStatus { - STATUS_INACTIVE, ///< The client is not connected nor active - STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs - STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password - STATUS_AUTH_COMPANY, ///< The client is authorizing with company password - STATUS_AUTHORIZED, ///< The client is authorized - STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map - STATUS_MAP, ///< The client is downloading the map - STATUS_DONE_MAP, ///< The client has downloaded the map - STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames - STATUS_ACTIVE, ///< The client is active within in the game - STATUS_END ///< Must ALWAYS be on the end of this list!! (period) -}; - #define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p) #define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p) diff --git a/src/network/network.cpp b/src/network/network.cpp index 7d3dbbe13..69c238e25 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -343,7 +343,7 @@ static uint NetworkCountActiveClients() uint count = 0; FOR_ALL_CLIENT_SOCKETS(cs) { - if (cs->status != STATUS_ACTIVE) continue; + if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue; if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue; count++; } @@ -372,7 +372,7 @@ static bool NetworkHasJoiningClient() { const NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { - if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true; + if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true; } return false; diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp index ab752455e..ccdee89d6 100644 --- a/src/network/network_command.cpp +++ b/src/network/network_command.cpp @@ -227,7 +227,7 @@ static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { - if (cs->status >= STATUS_MAP) { + if (cs->status >= NetworkClientSocket::STATUS_MAP) { /* Callbacks are only send back to the client who sent them in the * first place. This filters that out. */ cp.callback = (cs != owner) ? NULL : callback; diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index a7dc9daed..3d853a2c7 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1514,7 +1514,7 @@ void NetworkServer_Tick(bool send_frame) * do their frame! */ FOR_ALL_CLIENT_SOCKETS(cs) { /* Check if the speed of the client is what we can expect from a client */ - if (cs->status == STATUS_ACTIVE) { + if (cs->status == NetworkClientSocket::STATUS_ACTIVE) { /* 1 lag-point per day */ uint lag = NetworkCalculateLag(cs) / DAY_TICKS; if (lag > 0) { @@ -1534,13 +1534,13 @@ void NetworkServer_Tick(bool send_frame) } else { cs->lag_test = 0; } - } else if (cs->status == STATUS_PRE_ACTIVE) { + } else if (cs->status == NetworkClientSocket::STATUS_PRE_ACTIVE) { uint lag = NetworkCalculateLag(cs); if (lag > _settings_client.network.max_join_time) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time); cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } - } else if (cs->status == STATUS_INACTIVE) { + } else if (cs->status == NetworkClientSocket::STATUS_INACTIVE) { uint lag = NetworkCalculateLag(cs); if (lag > 4 * DAY_TICKS) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS); @@ -1548,7 +1548,7 @@ void NetworkServer_Tick(bool send_frame) } } - if (cs->status >= STATUS_PRE_ACTIVE) { + if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) { /* Check if we can send command, and if we have anything in the queue */ NetworkHandleCommandQueue(cs); @@ -1607,7 +1607,7 @@ void NetworkServerShowStatusToConsole() "ready", "active" }; - assert_compile(lengthof(stat_str) == STATUS_END); + assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END); NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { diff --git a/src/network/network_server.h b/src/network/network_server.h index c5bc049f1..7c5b175bf 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -50,6 +50,21 @@ protected: NetworkRecvStatus SendNeedCompanyPassword(); public: + /** Status of a client */ + enum ClientStatus { + STATUS_INACTIVE, ///< The client is not connected nor active. + STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs. + STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password. + STATUS_AUTH_COMPANY, ///< The client is authorizing with company password. + STATUS_AUTHORIZED, ///< The client is authorized. + STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map. + STATUS_MAP, ///< The client is downloading the map. + STATUS_DONE_MAP, ///< The client has downloaded the map. + STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames. + STATUS_ACTIVE, ///< The client is active within in the game. + STATUS_END ///< Must ALWAYS be on the end of this list!! (period). + }; + byte lag_test; ///< Byte used for lag-testing the client ClientStatus status; ///< Status of this client CommandQueue outgoing_queue; ///< The command-queue awaiting delivery |