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https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-19 20:49:11 +00:00
(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -259,7 +259,7 @@ SOCKET NetworkAddress::Resolve(int family, int socktype, int flags, SocketList *
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for (struct addrinfo *runp = ai; runp != NULL; runp = runp->ai_next) {
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/* When we are binding to multiple sockets, make sure we do not
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* connect to one with exactly the same address twice. That's
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* ofcourse totally unneeded ;) */
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* of course totally unneeded ;) */
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if (sockets != NULL) {
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NetworkAddress address(runp->ai_addr, (int)runp->ai_addrlen);
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if (sockets->Contains(address)) continue;
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@@ -51,7 +51,7 @@ bool NetworkCoreInitialize()
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if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
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TimerBase = TimerRequest->tr_node.io_Device;
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if (TimerBase == NULL) {
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/* free ressources... */
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/* free resources... */
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DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
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return false;
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}
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@@ -28,12 +28,12 @@ enum NetworkRecvStatus {
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
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NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
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NETWORK_RECV_STATUS_CONN_LOST, ///< The connection is 'just' lost
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server
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};
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/** Forward declaration due to circular dependencies */
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@@ -48,7 +48,7 @@ public:
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/** Create a new unbound socket */
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NetworkSocketHandler() { this->has_quit = false; }
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/** Close the socket when distructing the socket handler */
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/** Close the socket when destructing the socket handler */
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virtual ~NetworkSocketHandler() { this->Close(); }
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/** Really close the socket */
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@@ -52,7 +52,7 @@ public:
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/**
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* Whether there is something pending in the send queue.
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* @return true when someting is pending in the send queue.
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* @return true when something is pending in the send queue.
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*/
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bool HasSendQueue() { return this->packet_queue != NULL; }
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@@ -339,7 +339,7 @@ protected:
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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/**
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* Notification about a removed company (e.g. due to banrkuptcy).
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* Notification about a removed company (e.g. due to bankruptcy).
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* uint8 ID of the company.
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* uint8 Reason for being removed (see #AdminCompanyRemoveReason).
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* @param p The packet that was just received.
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@@ -139,7 +139,7 @@ protected:
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/**
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* Client requesting a list of content info based on an external
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* 'unique' id; GRF ID + MD5 checksum for NewGRFS, shortname and
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* xor-ed MD5 checsums for base graphics and AIs.
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* xor-ed MD5 checksums for base graphics and AIs.
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* Scenarios and AI libraries are not supported
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* uint8 count of requests
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* for each request:
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@@ -326,8 +326,8 @@ protected:
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* Sends the current frame counter to the client:
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* uint32 Frame counter
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* uint32 Frame counter max (how far may the client walk before the server?)
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* uint32 General seed 1 (dependant on compile settings, not default).
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* uint32 General seed 2 (dependant on compile settings, not default).
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* uint32 General seed 1 (dependent on compile settings, not default).
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* uint32 General seed 2 (dependent on compile settings, not default).
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* uint8 Random token to validate the client is actually listening (only occasionally present).
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* @param p The packet that was just received.
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*/
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@@ -337,7 +337,7 @@ protected:
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* Sends a sync-check to the client:
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* uint32 Frame counter.
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* uint32 General seed 1.
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* uint32 General seed 2 (dependant on compile settings, not default).
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* uint32 General seed 2 (dependent on compile settings, not default).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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@@ -413,13 +413,13 @@ protected:
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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/**
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* The client is quiting the game.
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* The client is quitting the game.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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/**
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* The client made an error and is quiting the game.
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* The client made an error and is quitting the game.
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* uint8 Error of the code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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@@ -177,7 +177,7 @@ int NetworkHTTPSocketHandler::HandleHeader()
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int ret = NetworkHTTPSocketHandler::Connect(uri, this->callback, this->data, this->redirect_depth + 1);
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if (ret != 0) return ret;
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/* We've relinguished control of data now. */
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/* We've relinquished control of data now. */
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this->data = NULL;
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/* Restore the header. */
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@@ -117,7 +117,7 @@ public:
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virtual void OnConnect(SOCKET s)
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{
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new NetworkHTTPSocketHandler(s, this->callback, this->address.GetHostname(), this->url, this->data, this->depth);
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/* We've relinguished control of data now. */
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/* We've relinquished control of data now. */
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this->data = NULL;
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}
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};
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@@ -27,7 +27,7 @@ enum PacketUDPType {
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PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
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PACKET_UDP_SERVER_DETAIL_INFO, ///< Reply of the game server about details of the game, such as companies
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PACKET_UDP_SERVER_REGISTER, ///< Packet to register itself to the master server
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PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succedeed
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PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succeeded
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PACKET_UDP_CLIENT_GET_LIST, ///< Request for serverlist from master server
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PACKET_UDP_MASTER_RESPONSE_LIST, ///< Response from master server with server ip's + port's
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PACKET_UDP_SERVER_UNREGISTER, ///< Request to be removed from the server-list
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@@ -73,7 +73,7 @@ protected:
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* all 1 the version of this packet's structure
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*
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* 4+ 1 number of GRFs attached (n)
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* 4+ n * 20 unique identifier for GRF files. Constists of:
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* 4+ n * 20 unique identifier for GRF files. Consists of:
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* - one 4 byte variable with the GRF ID
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* - 16 bytes (sent sequentially) for the MD5 checksum
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* of the GRF
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@@ -455,7 +455,7 @@ static void CheckPauseOnJoin()
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* Converts a string to ip/port/company
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* Format: IP:port#company
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*
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* connection_string will be re-terminated to seperate out the hostname, and company and port will
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* connection_string will be re-terminated to separate out the hostname, and company and port will
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* be set to the company and port strings given by the user, inside the memory area originally
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* occupied by connection_string.
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*/
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@@ -488,7 +488,7 @@ void ParseConnectionString(const char **company, const char **port, char *connec
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}
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/**
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* Handle the acception of a connection to the server.
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* Handle the accepting of a connection to the server.
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* @param s The socket of the new connection.
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* @param address The address of the peer.
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*/
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@@ -549,7 +549,7 @@ void NetworkClose(bool close_admins)
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InitializeNetworkPools(close_admins);
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}
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/* Inits the network (cleans sockets and stuff) */
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/* Initializes the network (cleans sockets and stuff) */
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static void NetworkInitialize(bool close_admins = true)
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{
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InitializeNetworkPools(close_admins);
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@@ -809,7 +809,7 @@ void NetworkDisconnect(bool blocking, bool close_admins)
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/**
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* Receives something from the network.
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* @return true if everthing went fine, false when the connection got closed.
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* @return true if everything went fine, false when the connection got closed.
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*/
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static bool NetworkReceive()
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{
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@@ -974,7 +974,7 @@ void ServerNetworkAdminSocketHandler::WelcomeAll()
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/**
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* Send (push) updates to the admin network as they have registered for these updates.
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* @param freq the frequency to be processd.
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* @param freq the frequency to be processed.
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*/
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void NetworkAdminUpdate(AdminUpdateFrequency freq)
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{
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@@ -451,7 +451,7 @@ struct NetworkChatWindow : public Window {
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}
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if (second_scan) {
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/* We walked all posibilities, and the user presses tab again.. revert to original text */
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/* We walked all possibilities, and the user presses tab again.. revert to original text */
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this->message_editbox.text.Assign(_chat_tab_completion_buf);
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_chat_tab_completion_active = false;
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@@ -617,8 +617,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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}
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/* There are at most as many ClientInfo as ClientSocket objects in a
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* server. Having more Infos than a server can have means something
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* has gone wrong somewhere, i.e. the server has more Infos than it
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* server. Having more info than a server can have means something
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* has gone wrong somewhere, i.e. the server has more info than it
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* has actual clients. That means the server is feeding us an invalid
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* state. So, bail out! This server is broken. */
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if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -1056,7 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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if (this->status >= STATUS_JOIN) {
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/* To trottle the reconnects a bit, every clients waits its
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/* To throttle the reconnects a bit, every clients waits its
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* Client ID modulo 16. This way reconnects should be spread
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* out a bit. */
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_network_reconnect = _network_own_client_id % 16;
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@@ -29,7 +29,7 @@ private:
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_AUTH_COMPANY, ///< Last action was requestion company password.
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STATUS_AUTH_COMPANY, ///< Last action was requesting company password.
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STATUS_AUTHORIZED, ///< The client is authorized at the server.
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
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STATUS_MAP, ///< The client is downloading the map.
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@@ -509,7 +509,7 @@ bool ClientNetworkContentSocketHandler::BeforeDownload()
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/* The filesize is > 0, so we are going to download it */
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const char *filename = GetFullFilename(this->curInfo, true);
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if (filename == NULL || (this->curFile = fopen(filename, "wb")) == NULL) {
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/* Unless that fails ofcourse... */
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/* Unless that fails of course... */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD);
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ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD, STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE, WL_ERROR);
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return false;
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@@ -528,7 +528,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
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/** This sends the map to the client */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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{
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static uint sent_packets; // How many packets we did send succecfully last time
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static uint sent_packets; // How many packets we did send successfully last time
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if (this->status < STATUS_AUTHORIZED) {
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/* Illegal call, return error and ignore the packet */
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@@ -1500,7 +1500,7 @@ void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, c
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p->Send_uint64(income);
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p->Send_uint16(c->old_economy[0].performance_history);
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/* Send 1 if there is a passord for the company else send 0 */
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/* Send 1 if there is a password for the company else send 0 */
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p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
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for (uint i = 0; i < NETWORK_VEH_END; i++) {
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@@ -1620,7 +1620,7 @@ static void NetworkAutoCleanCompanies()
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}
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}
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/* Go through all the comapnies */
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/* Go through all the companies */
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FOR_ALL_COMPANIES(c) {
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/* Skip the non-active once */
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if (c->is_ai) continue;
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@@ -1786,7 +1786,7 @@ void NetworkServer_Tick(bool send_frame)
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switch (cs->status) {
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case NetworkClientSocket::STATUS_ACTIVE:
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if (lag > _settings_client.network.max_lag_time) {
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/* Client did still not report in within the specififed limit. */
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/* Client did still not report in within the specified limit. */
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IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
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/* A packet was received in the last three game days, so the client is likely lagging behind. */
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"Client #%d is dropped because the client's game state is more than %d ticks behind" :
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@@ -19,7 +19,7 @@
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#include "../thread/thread.h"
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class ServerNetworkGameSocketHandler;
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/** Make the code look slightliy nicer/simpler. */
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/** Make the code look slightly nicer/simpler. */
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typedef ServerNetworkGameSocketHandler NetworkClientSocket;
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/** Pool with all client sockets. */
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
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@@ -34,15 +34,15 @@
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#include "core/udp.h"
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/** Mutex for all out threaded udp resoltion and such. */
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/** Mutex for all out threaded udp resolution and such. */
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static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
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/** Session key to register ourselves to the master server */
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static uint64 _session_key = 0;
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static const uint ADVERTISE_NORMAL_INTERVAL = 30000; ///< interval between advertising in ticks (15 minutes)
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static const uint ADVERTISE_RETRY_INTERVAL = 300; ///< readvertise when no response after this many ticks (9 seconds)
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static const uint ADVERTISE_RETRY_TIMES = 3; ///< give up readvertising after this much failed retries
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static const uint ADVERTISE_RETRY_INTERVAL = 300; ///< re-advertise when no response after this many ticks (9 seconds)
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static const uint ADVERTISE_RETRY_TIMES = 3; ///< give up re-advertising after this much failed retries
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NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
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NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
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