changeset 14998:a8b9c25df0da draft

(svn r19610) -Codechange: rename STATUS_AUTH to STATUS_AUTHORIZED
author smatz <smatz@openttd.org>
date Sun, 11 Apr 2010 17:32:14 +0000
parents eada19c57056
children 1c006f045890
files src/network/core/tcp_game.h src/network/network.cpp src/network/network_server.cpp
diffstat 3 files changed, 26 insertions(+), 26 deletions(-) [+]
line wrap: on
line diff
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -76,15 +76,15 @@
 
 /** 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;
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -452,7 +452,7 @@
 {
 	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 @@
 	 */
 	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 @@
 
 		/* 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 @@
 
 	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);
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -152,7 +152,7 @@
 	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 @@
 		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 @@
 	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 @@
 
 		/* 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 @@
 	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 @@
 						/* 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 @@
 
 	/* 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 @@
 		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 @@
 	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 @@
 	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_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 @@
 
 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);
 	}