From e97d801d9255d405690141cffc5e3488bb419273 Mon Sep 17 00:00:00 2001 From: Darkvater Date: Tue, 17 Oct 2006 23:34:12 +0000 Subject: (svn r6816) -Codechange: Some coding style, variable localization, const correctness. -Codechange: 'quited' is not a word, use has_quit instead for NetworkClientState --- network.c | 115 +++++++++++++++++++++----------------------------------------- 1 file changed, 38 insertions(+), 77 deletions(-) (limited to 'network.c') diff --git a/network.c b/network.c index 23dfa93d0..9d90a3a61 100644 --- a/network.c +++ b/network.c @@ -221,7 +221,7 @@ static void ServerStartError(const char *error) NetworkError(STR_NETWORK_ERR_SERVER_START); } -static void NetworkClientError(byte res, NetworkClientState* cs) +static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs) { // First, send a CLIENT_ERROR to the server, so he knows we are // disconnection (and why!) @@ -229,7 +229,7 @@ static void NetworkClientError(byte res, NetworkClientState* cs) // We just want to close the connection.. if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { - cs->quited = true; + cs->has_quit = true; NetworkCloseClient(cs); _networking = false; @@ -289,11 +289,11 @@ char *GetNetworkErrorMsg(char *buf, NetworkErrorCode err) /* Count the number of active clients connected */ static uint NetworkCountPlayers(void) { - NetworkClientState *cs; + const NetworkClientState *cs; uint count = 0; FOR_ALL_CLIENTS(cs) { - NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); + const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); if (IsValidPlayer(ci->client_playas)) count++; } @@ -543,34 +543,28 @@ void ParseConnectionString(const char **player, const char **port, char *connect static NetworkClientState *NetworkAllocClient(SOCKET s) { NetworkClientState *cs; - NetworkClientInfo *ci; - byte client_no; - - client_no = 0; + 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 >= _network_game_info.clients_max) - return NULL; + if (_network_clients_connected >= MAX_CLIENTS) return NULL; + if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL; // Register the login client_no = _network_clients_connected++; } - cs = &_clients[client_no]; + cs = DEREF_CLIENT(client_no); memset(cs, 0, sizeof(*cs)); cs->socket = s; cs->last_frame = 0; - cs->quited = false; + cs->has_quit = false; cs->last_frame = _frame_counter; cs->last_frame_server = _frame_counter; if (_network_server) { - ci = DEREF_CLIENT_INFO(cs); + NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); memset(ci, 0, sizeof(*ci)); cs->index = _network_client_index++; @@ -590,13 +584,13 @@ void NetworkCloseClient(NetworkClientState *cs) NetworkClientInfo *ci; // Socket is already dead if (cs->socket == INVALID_SOCKET) { - cs->quited = true; + cs->has_quit = true; return; } DEBUG(net, 1) ("[NET] Closed client connection"); - if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) { + if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) { // We did not receive a leave message from this client... NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST; char str[100]; @@ -625,7 +619,7 @@ void NetworkCloseClient(NetworkClientState *cs) closesocket(cs->socket); cs->writable = false; - cs->quited = true; + cs->has_quit = true; // Free all pending and partially received packets while (cs->packet_queue != NULL) { @@ -683,21 +677,17 @@ static bool NetworkConnect(const char *hostname, int port) return false; } - if (!SetNoDelay(s)) - DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed"); + if (!SetNoDelay(s)) DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed"); sin.sin_family = AF_INET; sin.sin_addr.s_addr = NetworkResolveHost(hostname); sin.sin_port = htons(port); _network_last_host_ip = sin.sin_addr.s_addr; - if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) { - // We failed to connect for which reason what so ever - return false; - } + /* We failed to connect for which reason what so ever */ + if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false; - if (!SetNonBlocking(s)) - DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error? + if (!SetNonBlocking(s)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error? // in client mode, only the first client field is used. it's pointing to the server. NetworkAllocClient(s); @@ -711,7 +701,6 @@ static bool NetworkConnect(const char *hostname, int port) static void NetworkAcceptClients(void) { struct sockaddr_in sin; - SOCKET s; NetworkClientState *cs; uint i; bool banned; @@ -720,10 +709,8 @@ static void NetworkAcceptClients(void) assert(_listensocket != INVALID_SOCKET); for (;;) { - socklen_t sin_len; - - sin_len = sizeof(sin); - s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len); + socklen_t sin_len = sizeof(sin); + SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len); if (s == INVALID_SOCKET) return; SetNonBlocking(s); // XXX error handling? @@ -735,8 +722,7 @@ static void NetworkAcceptClients(void) /* Check if the client is banned */ banned = false; for (i = 0; i < lengthof(_network_ban_list); i++) { - if (_network_ban_list[i] == NULL) - continue; + if (_network_ban_list[i] == NULL) continue; if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) { Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED); @@ -756,8 +742,7 @@ static void NetworkAcceptClients(void) } } /* If this client is banned, continue with next client */ - if (banned) - continue; + if (banned) continue; cs = NetworkAllocClient(s); if (cs == NULL) { @@ -781,12 +766,7 @@ static void NetworkAcceptClients(void) // the client stays inactive cs->status = STATUS_INACTIVE; - { - // Save the IP of the client - NetworkClientInfo *ci; - ci = DEREF_CLIENT_INFO(cs); - ci->client_ip = sin.sin_addr.s_addr; - } + DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client } } @@ -795,11 +775,8 @@ static bool NetworkListen(void) { SOCKET ls; struct sockaddr_in sin; - int port; - - port = _network_server_port; - DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port); + DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, _network_server_port); ls = socket(AF_INET, SOCK_STREAM, 0); if (ls == INVALID_SOCKET) { @@ -816,12 +793,11 @@ static bool NetworkListen(void) } } - if (!SetNonBlocking(ls)) - DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error? + if (!SetNonBlocking(ls)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error? sin.sin_family = AF_INET; sin.sin_addr.s_addr = _network_server_bind_ip; - sin.sin_port = htons(port); + sin.sin_port = htons(_network_server_port); if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) { ServerStartError("bind() failed"); @@ -896,9 +872,7 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool NetworkDisconnect(); - if (game_info) { - return NetworkUDPQueryServer(host, port); - } + if (game_info) return NetworkUDPQueryServer(host, port); NetworkInitialize(); @@ -907,17 +881,13 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool // Try to connect _networking = NetworkConnect(host, port); -// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host)); -// _network_last_port = port; - // We are connected if (_networking) { SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); - return NULL; + } else { // No networking, close everything down again + NetworkDisconnect(); } - // No networking, close everything down again - NetworkDisconnect(); return NULL; } @@ -952,7 +922,7 @@ void NetworkAddServer(const char *b) void NetworkRebuildHostList(void) { uint i = 0; - NetworkGameList *item = _network_game_list; + const NetworkGameList *item = _network_game_list; while (item != NULL && i != lengthof(_network_host_list)) { if (item->manually) { free(_network_host_list[i]); @@ -968,7 +938,7 @@ void NetworkRebuildHostList(void) } // Used by clients, to connect to a server -bool NetworkClientConnectGame(const char* host, unsigned short port) +bool NetworkClientConnectGame(const char *host, uint16 port) { if (!_network_available) return false; @@ -1050,8 +1020,7 @@ bool NetworkServerStart(void) if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0"); NetworkInitialize(); - if (!NetworkListen()) - return false; + if (!NetworkListen()) return false; // Try to start UDP-server _network_udp_server = true; @@ -1123,8 +1092,7 @@ void NetworkDisconnect(void) } } - if (_network_advertise) - NetworkUDPRemoveAdvertise(); + if (_network_advertise) NetworkUDPRemoveAdvertise(); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); @@ -1158,9 +1126,7 @@ static bool NetworkReceive(void) } // take care of listener port - if (_network_server) { - FD_SET(_listensocket, &read_fd); - } + if (_network_server) FD_SET(_listensocket, &read_fd); tv.tv_sec = tv.tv_usec = 0; // don't block at all. #if !defined(__MORPHOS__) && !defined(__AMIGA__) @@ -1171,9 +1137,7 @@ static bool NetworkReceive(void) if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION); // accept clients.. - if (_network_server && FD_ISSET(_listensocket, &read_fd)) { - NetworkAcceptClients(); - } + if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients(); // read stuff from clients FOR_ALL_CLIENTS(cs) { @@ -1182,10 +1146,10 @@ static bool NetworkReceive(void) if (_network_server) { NetworkServer_ReadPackets(cs); } else { - byte res; + NetworkRecvStatus res; // The client already was quiting! - if (cs->quited) return false; + if (cs->has_quit) return false; res = NetworkClient_ReadPackets(cs); if (res != NETWORK_RECV_STATUS_OKAY) { @@ -1227,8 +1191,7 @@ static void NetworkHandleLocalQueue(void) // The queue is always in order, which means // that the first element will be executed first. - if (_frame_counter < cp->frame) - break; + if (_frame_counter < cp->frame) break; if (_frame_counter > cp->frame) { // If we reach here, it means for whatever reason, we've already executed @@ -1347,9 +1310,7 @@ void NetworkGameLoop(void) } } else { // Else, keep on going till _frame_counter_max - if (_frame_counter_max > _frame_counter) { - NetworkDoClientLoop(); - } + if (_frame_counter_max > _frame_counter) NetworkDoClientLoop(); } } -- cgit v1.2.3-54-g00ecf