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(svn r20935) -Codechange: only let the server side use a pool of connected sockets

This commit is contained in:
rubidium
2010-10-15 19:58:56 +00:00
parent bda26d03b5
commit 9858d699a3
8 changed files with 39 additions and 36 deletions

View File

@@ -14,6 +14,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "network_client.h"
#include "network_server.h"
#include "network.h"
#include "../command_func.h"
#include "../company_func.h"
@@ -179,7 +180,7 @@ void NetworkExecuteLocalCommandQueue()
{
assert(IsLocalCompany());
CommandQueue &queue = (_network_server ? _local_execution_queue : NetworkClientSocket::Get(0)->incoming_queue);
CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
CommandPacket *cp;
while ((cp = queue.Peek()) != NULL) {
@@ -274,7 +275,7 @@ void NetworkDistributeCommands()
* @param cp the struct to write the data to.
* @return an error message. When NULL there has been no error.
*/
const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
{
cp->company = (CompanyID)p->Recv_uint8();
cp->cmd = p->Recv_uint32();
@@ -299,7 +300,7 @@ const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
* @param p the packet to send it in.
* @param cp the packet to actually send.
*/
void NetworkClientSocket::Send_Command(Packet *p, const CommandPacket *cp)
void NetworkGameSocketHandler::Send_Command(Packet *p, const CommandPacket *cp)
{
p->Send_uint8 (cp->company);
p->Send_uint32(cp->cmd);