Age | Commit message (Collapse) | Author |
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* Codechange: [Network] split CloseSocket and CloseConnection more clearly
- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
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statically in destructors
In the destructors of many of the network related classes Close() is called, just like the
top class in that hierarchy. However, due to virtual functions getting resolved statically
in the destructor it would always call the empty Close() of the top class.
Document the other cases where a virtual call is resolved statically.
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It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
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This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
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Eagle_rainbow)
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coding style
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can create better documentation
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style
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if a header require a header make it include that header
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'generic' includes so compilation without network support doesn't get broken as easily by changes in header files
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of returned server lists.
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to multiple sockets.
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keys' from the masterserver so servers can register with multiple IPs as the same server.
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(the @file tag MUST be found before any line of code, that includes preprocessor directives).
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NetworkSocketHandler, so it can also be used the TCP socket handler.
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abstract abstract.
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did not exist anymore and add comments to several variables/functions.
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header.
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GRFIdentifier so it can be reused.
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and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.
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classes. This is only one of the many steps to really cleanup the network code.
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the network game information request and reply packets.
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include headers in headers when the header needs types/constants defined in them.
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NetworkUDPStop to close all opened udp sockets (those were called NetworkUDPClose).
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Do not accept requests about the game server on the master/client socket, do not accept master server acks on the client/server socket, etc.
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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