(svn r20937) -Codechange: move some variables from client/server to server only

pull/155/head
rubidium 14 years ago
parent 332a1bfdea
commit a0f7099a7d

@ -27,7 +27,6 @@
*/
NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
{
this->status = STATUS_INACTIVE;
this->sock = s;
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;

@ -163,15 +163,10 @@ protected:
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
CommandQueue incoming_queue; ///< The command-queue awaiting handling
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection(bool error = true);
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;

@ -55,6 +55,7 @@ INSTANTIATE_POOL_METHODS(NetworkClientSocket)
*/
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
{
this->status = STATUS_INACTIVE;
this->client_id = _network_client_id++;
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
this->SetInfo(ci);

@ -47,7 +47,12 @@ protected:
NetworkRecvStatus SendWait();
NetworkRecvStatus SendNeedGamePassword();
NetworkRecvStatus SendNeedCompanyPassword();
public:
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();

Loading…
Cancel
Save