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Clarify what we are doing with the server. (no logic changes)

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commit 47c66501c1a5f375cc493854c0ae24e3a9913985 1 parent aea38d9
@vexed vexed authored
Showing with 15 additions and 10 deletions.
  1. +15 −10 lib/netplay/netplay.cpp
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25 lib/netplay/netplay.cpp
@@ -61,6 +61,11 @@
char masterserver_name[255] = {'\0'};
static unsigned int masterserver_port = 0, gameserver_port = 0;
+#define WZ_SERVER_DISCONNECT 0
+#define WZ_SERVER_CONNECT 1
+#define WZ_SERVER_LAUNCH 2
+#define WZ_SERVER_UPDATE 3
+
#define NET_TIMEOUT_DELAY 2500 // we wait this amount of time for socket activity
#define NET_READ_TIMEOUT 0
/*
@@ -396,7 +401,7 @@ static void NET_DestroyPlayer(unsigned int index)
{
// Update player count in the lobby by disconnecting
// and reconnecting
- NETregisterServer(2);
+ NETregisterServer(WZ_SERVER_UPDATE);
}
}
NET_InitPlayer(index, false); // reinitialize
@@ -1994,7 +1999,7 @@ static void NETregisterServer(int state)
switch(state)
{
// Update player counts
- case 2:
+ case WZ_SERVER_UPDATE:
{
if (!NETsendGAMESTRUCT(rs_socket, &gamestruct))
{
@@ -2005,7 +2010,7 @@ static void NETregisterServer(int state)
break;
// Register a game with the lobby
- case 1:
+ case WZ_SERVER_CONNECT:
{
uint32_t gameId = 0;
SocketAddress *const hosts = resolveHost(masterserver_name, masterserver_port);
@@ -2080,12 +2085,12 @@ static void NETregisterServer(int state)
}
// Preserves another register
- registered=state;
+ registered = state;
}
break;
// Unregister the game (close the socket)
- case 0:
+ case WZ_SERVER_DISCONNECT:
{
if (rs_socket != NULL)
{
@@ -2096,7 +2101,7 @@ static void NETregisterServer(int state)
}
// Preserves another unregister
- registered=state;
+ registered = state;
}
break;
}
@@ -2119,7 +2124,7 @@ static void NETallowJoining(void)
if (allow_joining == false) return;
ASSERT(NetPlay.isHost, "Cannot receive joins if not host!");
- NETregisterServer(1);
+ NETregisterServer(WZ_SERVER_CONNECT);
// This is here since we need to get the status, before we can show the info.
// FIXME: find better location to stick this?
@@ -2408,7 +2413,7 @@ static void NETallowJoining(void)
NETfixDuplicatePlayerNames();
// Send the updated GAMESTRUCT to the masterserver
- NETregisterServer(2);
+ NETregisterServer(WZ_SERVER_UPDATE);
// reset flags for new players
@@ -2530,7 +2535,7 @@ bool NEThostGame(const char* SessionName, const char* PlayerName,
allow_joining = true;
- NETregisterServer(0);
+ NETregisterServer(WZ_SERVER_DISCONNECT);
debug(LOG_NET, "Hosting a server. We are player %d.", selectedPlayer);
@@ -2545,7 +2550,7 @@ bool NEThaltJoining(void)
allow_joining = false;
// disconnect from the master server
- NETregisterServer(0);
+ NETregisterServer(WZ_SERVER_DISCONNECT);
return true;
}
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