mirror of https://github.com/OpenTTD/OpenTTD
Codechange: remove ZeroedMemoryAllocator from NetworkGameSocketHandlers
parent
f7aaf8ea24
commit
cfe0d5f91b
|
@ -141,7 +141,7 @@ using CommandQueue = std::vector<CommandPacket>;
|
||||||
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
|
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
|
||||||
/* TODO: rewrite into a proper class */
|
/* TODO: rewrite into a proper class */
|
||||||
private:
|
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
|
bool is_pending_deletion = false; ///< Whether this socket is pending deletion
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
@ -483,9 +483,9 @@ protected:
|
||||||
|
|
||||||
NetworkGameSocketHandler(SOCKET s);
|
NetworkGameSocketHandler(SOCKET s);
|
||||||
public:
|
public:
|
||||||
ClientID client_id; ///< Client identifier
|
ClientID client_id = INVALID_CLIENT_ID; ///< Client identifier
|
||||||
uint32_t last_frame; ///< Last frame we have executed
|
uint32_t last_frame = 0; ///< Last frame we have executed
|
||||||
uint32_t last_frame_server; ///< Last frame the server has executed
|
uint32_t last_frame_server = 0; ///< Last frame the server has executed
|
||||||
CommandQueue incoming_queue; ///< The command-queue awaiting handling
|
CommandQueue incoming_queue; ///< The command-queue awaiting handling
|
||||||
std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.
|
std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.
|
||||||
|
|
||||||
|
|
|
@ -13,12 +13,12 @@
|
||||||
#include "network_internal.h"
|
#include "network_internal.h"
|
||||||
|
|
||||||
/** Class for handling the client side of the game connection. */
|
/** Class for handling the client side of the game connection. */
|
||||||
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
|
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
|
||||||
private:
|
private:
|
||||||
std::unique_ptr<class NetworkAuthenticationClientHandler> authentication_handler; ///< The handler for the authentication.
|
std::unique_ptr<class NetworkAuthenticationClientHandler> authentication_handler; ///< The handler for the authentication.
|
||||||
std::string connection_string; ///< Address we are connected to.
|
std::string connection_string; ///< Address we are connected to.
|
||||||
std::shared_ptr<struct PacketReader> savegame; ///< Packet reader for reading the savegame.
|
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. */
|
/** Status of the connection with the server. */
|
||||||
enum ServerStatus {
|
enum ServerStatus {
|
||||||
|
|
|
@ -13,7 +13,7 @@
|
||||||
#include "network_internal.h"
|
#include "network_internal.h"
|
||||||
|
|
||||||
/** Class for handling the client side of quering a game server. */
|
/** Class for handling the client side of quering a game server. */
|
||||||
class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
|
class QueryNetworkGameSocketHandler : public NetworkGameSocketHandler {
|
||||||
private:
|
private:
|
||||||
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
|
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
|
||||||
std::string connection_string; ///< Address we are connected to.
|
std::string connection_string; ///< Address we are connected to.
|
||||||
|
|
Loading…
Reference in New Issue