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(svn r20937) -Codechange: move some variables from client/server to server only
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@ -27,7 +27,6 @@
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*/
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NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
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{
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this->status = STATUS_INACTIVE;
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this->sock = s;
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this->last_frame = _frame_counter;
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this->last_frame_server = _frame_counter;
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@ -163,15 +163,10 @@ protected:
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NetworkGameSocketHandler(SOCKET s);
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public:
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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CommandQueue incoming_queue; ///< The command-queue awaiting handling
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection(bool error = true);
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virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
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@ -55,6 +55,7 @@ INSTANTIATE_POOL_METHODS(NetworkClientSocket)
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*/
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ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
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{
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this->status = STATUS_INACTIVE;
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this->client_id = _network_client_id++;
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NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
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this->SetInfo(ci);
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@ -47,7 +47,12 @@ protected:
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NetworkRecvStatus SendWait();
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NetworkRecvStatus SendNeedGamePassword();
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NetworkRecvStatus SendNeedCompanyPassword();
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public:
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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