Changeset - r14988:e84b1f39bc47
[Not reviewed]
master
0 3 0
smatz - 14 years ago 2010-04-11 17:32:14
smatz@openttd.org
(svn r19610) -Codechange: rename STATUS_AUTH to STATUS_AUTHORIZED
3 files changed with 26 insertions and 26 deletions:
0 comments (0 inline, 0 general)
src/network/core/tcp_game.h
Show inline comments
 
@@ -76,15 +76,15 @@ struct CommandPacket;
 

	
 
/** Status of a client */
 
enum ClientStatus {
 
	STATUS_INACTIVE,   ///< The client is not connected nor active
 
	STATUS_AUTH_GAME,  ///< The client is authorizing with game (server) password
 
	STATUS_INACTIVE,     ///< The client is not connected nor active
 
	STATUS_AUTH_GAME,    ///< The client is authorizing with game (server) password
 
	STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
 
	STATUS_AUTH,       ///< The client is authorized
 
	STATUS_MAP_WAIT,   ///< The client is waiting as someone else is downloading the map
 
	STATUS_MAP,        ///< The client is downloading the map
 
	STATUS_DONE_MAP,   ///< The client has downloaded the map
 
	STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
 
	STATUS_ACTIVE,     ///< The client is active within in the game
 
	STATUS_AUTHORIZED,   ///< The client is authorized
 
	STATUS_MAP_WAIT,     ///< The client is waiting as someone else is downloading the map
 
	STATUS_MAP,          ///< The client is downloading the map
 
	STATUS_DONE_MAP,     ///< The client has downloaded the map
 
	STATUS_PRE_ACTIVE,   ///< The client is catching up the delayed frames
 
	STATUS_ACTIVE,       ///< The client is active within in the game
 
};
 

	
 
class NetworkClientSocket;
src/network/network.cpp
Show inline comments
 
@@ -452,7 +452,7 @@ static bool NetworkHasJoiningClient()
 
{
 
	const NetworkClientSocket *cs;
 
	FOR_ALL_CLIENT_SOCKETS(cs) {
 
		if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true;
 
		if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true;
 
	}
 

	
 
	return false;
 
@@ -548,7 +548,7 @@ NetworkRecvStatus NetworkCloseClient(Net
 
	 */
 
	if (cs->sock == INVALID_SOCKET) return status;
 

	
 
	if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTH) {
 
	if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) {
 
		/* We did not receive a leave message from this client... */
 
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
		NetworkClientSocket *new_cs;
 
@@ -559,7 +559,7 @@ NetworkRecvStatus NetworkCloseClient(Net
 

	
 
		/* Inform other clients of this... strange leaving ;) */
 
		FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
 
			if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) {
 
				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
 
			}
 
		}
 
@@ -569,7 +569,7 @@ NetworkRecvStatus NetworkCloseClient(Net
 

	
 
	if (_network_server) {
 
		/* We just lost one client :( */
 
		if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
 
		if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
 
		_network_clients_connected--;
 

	
 
		SetWindowDirty(WC_CLIENT_LIST, 0);
src/network/network_server.cpp
Show inline comments
 
@@ -152,7 +152,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	GetString(str, strid, lastof(str));
 

	
 
	/* Only send when the current client was in game */
 
	if (cs->status > STATUS_AUTH) {
 
	if (cs->status > STATUS_AUTHORIZED) {
 
		NetworkClientSocket *new_cs;
 
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
@@ -163,7 +163,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
 

	
 
		FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
			if (new_cs->status > STATUS_AUTH && new_cs != cs) {
 
			if (new_cs->status > STATUS_AUTHORIZED && new_cs != cs) {
 
				/* Some errors we filter to a more general error. Clients don't have to know the real
 
				 *  reason a joining failed. */
 
				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
 
@@ -261,9 +261,9 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WE
 
	NetworkClientSocket *new_cs;
 

	
 
	/* Invalid packet when status is AUTH or higher */
 
	if (cs->status >= STATUS_AUTH) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
 
	if (cs->status >= STATUS_AUTHORIZED) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
 

	
 
	cs->status = STATUS_AUTH;
 
	cs->status = STATUS_AUTHORIZED;
 
	_network_game_info.clients_on++;
 

	
 
	p = new Packet(PACKET_SERVER_WELCOME);
 
@@ -274,7 +274,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WE
 

	
 
		/* Transmit info about all the active clients */
 
	FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
		if (new_cs != cs && new_cs->status > STATUS_AUTH)
 
		if (new_cs != cs && new_cs->status > STATUS_AUTHORIZED)
 
			SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo());
 
	}
 
	/* Also send the info of the server */
 
@@ -325,12 +325,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MA
 
	static FILE *file_pointer;
 
	static uint sent_packets; // How many packets we did send succecfully last time
 

	
 
	if (cs->status < STATUS_AUTH) {
 
	if (cs->status < STATUS_AUTHORIZED) {
 
		/* Illegal call, return error and ignore the packet */
 
		return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
	}
 

	
 
	if (cs->status == STATUS_AUTH) {
 
	if (cs->status == STATUS_AUTHORIZED) {
 
		const char *filename = "network_server.tmp";
 
		Packet *p;
 

	
 
@@ -391,7 +391,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MA
 
						/* Check if we already have a new client to send the map to */
 
						if (!new_map_client) {
 
							/* If not, this client will get the map */
 
							new_cs->status = STATUS_AUTH;
 
							new_cs->status = STATUS_AUTHORIZED;
 
							new_map_client = true;
 
							SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
 
						} else {
 
@@ -815,7 +815,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 

	
 
	/* The client was never joined.. so this is impossible, right?
 
	 *  Ignore the packet, give the client a warning, and close his connection */
 
	if (cs->status < STATUS_AUTH || cs->HasClientQuit()) {
 
	if (cs->status < STATUS_AUTHORIZED || cs->HasClientQuit()) {
 
		return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
	}
 

	
 
@@ -856,7 +856,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
		cs->last_frame_server = _frame_counter;
 

	
 
		FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
			if (new_cs->status > STATUS_AUTH) {
 
			if (new_cs->status > STATUS_AUTHORIZED) {
 
				SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
 
				SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
 
			}
 
@@ -989,7 +989,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
	NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
 

	
 
	FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
		if (new_cs->status > STATUS_AUTH) {
 
		if (new_cs->status > STATUS_AUTHORIZED) {
 
			SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
 
		}
 
	}
 
@@ -1016,7 +1016,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
	NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
 

	
 
	FOR_ALL_CLIENT_SOCKETS(new_cs) {
 
		if (new_cs->status > STATUS_AUTH) {
 
		if (new_cs->status > STATUS_AUTHORIZED) {
 
			SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id);
 
		}
 
	}
 
@@ -1027,7 +1027,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
 
{
 
	if (cs->status < STATUS_AUTH) {
 
	if (cs->status < STATUS_AUTHORIZED) {
 
		/* Illegal call, return error and ignore the packet */
 
		return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
	}
 
@@ -1154,7 +1154,7 @@ void NetworkServerSendChat(NetworkAction
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
 
{
 
	if (cs->status < STATUS_AUTH) {
 
	if (cs->status < STATUS_AUTHORIZED) {
 
		/* Illegal call, return error and ignore the packet */
 
		return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
	}
0 comments (0 inline, 0 general)