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Codechange: remove ZeroedMemoryAllocator from NetworkGameSocketHandlers

pull/13367/head
Rubidium 2025-01-23 19:05:04 +01:00
parent f7aaf8ea24
commit cfe0d5f91b
3 changed files with 7 additions and 7 deletions

View File

@ -141,7 +141,7 @@ using CommandQueue = std::vector<CommandPacket>;
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
NetworkClientInfo *info = nullptr; ///< Client info related to this socket
bool is_pending_deletion = false; ///< Whether this socket is pending deletion
protected:
@ -483,9 +483,9 @@ protected:
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
uint32_t last_frame; ///< Last frame we have executed
uint32_t last_frame_server; ///< Last frame the server has executed
ClientID client_id = INVALID_CLIENT_ID; ///< Client identifier
uint32_t last_frame = 0; ///< Last frame we have executed
uint32_t last_frame_server = 0; ///< Last frame the server has executed
CommandQueue incoming_queue; ///< The command-queue awaiting handling
std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.

View File

@ -13,12 +13,12 @@
#include "network_internal.h"
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
private:
std::unique_ptr<class NetworkAuthenticationClientHandler> authentication_handler; ///< The handler for the authentication.
std::string connection_string; ///< Address we are connected to.
std::shared_ptr<struct PacketReader> savegame; ///< Packet reader for reading the savegame.
uint8_t token; ///< The token we need to send back to the server to prove we're the right client.
uint8_t token = 0; ///< The token we need to send back to the server to prove we're the right client.
/** Status of the connection with the server. */
enum ServerStatus {

View File

@ -13,7 +13,7 @@
#include "network_internal.h"
/** Class for handling the client side of quering a game server. */
class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
class QueryNetworkGameSocketHandler : public NetworkGameSocketHandler {
private:
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
std::string connection_string; ///< Address we are connected to.