File diff r2951:a52cbb930051 → r2952:e97f823d2dbe
network.c
Show inline comments
 
@@ -228,25 +228,25 @@ static void NetworkClientError(byte res,
 
	NetworkErrorCode errorno;
 

	
 
	// We just want to close the connection..
 
	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
 
		cs->quited = true;
 
		NetworkCloseClient(cs);
 
		_networking = false;
 

	
 
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 
		return;
 
	}
 

	
 
	switch(res) {
 
	switch (res) {
 
		case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
 
		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
 
		default: errorno = NETWORK_ERROR_GENERAL;
 
	}
 
	// This means we fucked up and the server closed the connection
 
	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
 
			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
 
		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
 

	
 
		// Dequeue all commands before closing the socket
 
		NetworkSend_Packets(DEREF_CLIENT(0));
 
	}
 
@@ -1159,25 +1159,25 @@ static void NetworkHandleLocalQueue(void
 
		}
 

	
 
		// We can execute this command
 
		NetworkExecuteCommand(cp);
 

	
 
		*cp_prev = cp->next;
 
		free(cp);
 
	}
 

	
 
	// Just a safety check, to be removed in the future.
 
	// Make sure that no older command appears towards the end of the queue
 
	// In that case we missed executing it. This will never happen.
 
	for(cp = _local_command_queue; cp; cp = cp->next) {
 
	for (cp = _local_command_queue; cp; cp = cp->next) {
 
		assert(_frame_counter < cp->frame);
 
	}
 

	
 
}
 

	
 
static bool NetworkDoClientLoop(void)
 
{
 
	_frame_counter++;
 

	
 
	NetworkHandleLocalQueue();
 

	
 
	StateGameLoop();