Drop memory allocator from ClientNetworkGameSocketHandler

Have ClientNetworkGameSocketHandler initialise all of its members
on construction and not derive from ZeroedMemoryAllocator.

(cherry picked from commit dddda4f0b7ba0bd6f310f924d3b85cadbc81dc99)
pull/8/head
cirdan 9 years ago committed by Jonathan G Rennison
parent 33e3956b13
commit 80fd6a2783

@ -123,7 +123,9 @@ struct PacketReader : LoadFilter {
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s)
: NetworkGameSocketHandler (s),
savegame (NULL), token (0), status (STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == NULL);
ClientNetworkGameSocketHandler::my_client = this;

@ -17,7 +17,7 @@
#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:
struct PacketReader *savegame; ///< Packet reader for reading the savegame.
byte token; ///< The token we need to send back to the server to prove we're the right client.

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