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cSocket doesn't use cPackets.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@790 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-08-25 21:59:13 +00:00
parent 7157ebc061
commit 7cf9ddaa48
6 changed files with 13 additions and 49 deletions

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@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 08/24/12 10:55:13.
** Generated automatically by tolua++-1.0.92 on 08/25/12 23:57:06.
*/
#ifndef __cplusplus
@ -12264,14 +12264,14 @@ static int tolua_AllToLua_cWorld_CastThunderbolt00(lua_State* tolua_S)
#endif
{
cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
int a_X = ((int) tolua_tonumber(tolua_S,2,0));
int a_Y = ((int) tolua_tonumber(tolua_S,3,0));
int a_Z = ((int) tolua_tonumber(tolua_S,4,0));
int a_BlockX = ((int) tolua_tonumber(tolua_S,2,0));
int a_BlockY = ((int) tolua_tonumber(tolua_S,3,0));
int a_BlockZ = ((int) tolua_tonumber(tolua_S,4,0));
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'CastThunderbolt'", NULL);
#endif
{
self->CastThunderbolt(a_X,a_Y,a_Z);
self->CastThunderbolt(a_BlockX,a_BlockY,a_BlockZ);
}
}
return 0;

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@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 08/24/12 10:55:13.
** Generated automatically by tolua++-1.0.92 on 08/25/12 23:57:07.
*/
/* Exported function */

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@ -217,11 +217,9 @@ cClientHandle::~cClientHandle()
if (m_Socket.IsValid())
{
if(!m_bKicking)
if (!m_bKicking)
{
cPacket_Disconnect Disconnect;
Disconnect.m_Reason = "Server shut down? Kthnxbai";
m_Socket.Send(&Disconnect);
SendDisconnect("Server shut down? Kthnxbai");
}
}
@ -295,7 +293,7 @@ void cClientHandle::Kick(const AString & a_Reason)
{
LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str());
}
Send(cPacket_Disconnect(a_Reason));
SendDisconnect(a_Reason);
m_bKicking = true;
}
@ -1333,8 +1331,7 @@ void cClientHandle::Tick(float a_Dt)
(void)a_Dt;
if (cWorld::GetTime() - m_TimeLastPacket > 30.f) // 30 seconds time-out
{
cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!");
m_Socket.Send(&DC);
SendDisconnect("Nooooo!! You timed out! D: Come back!");
// TODO: Cannot sleep in the tick thread!
cSleep::MilliSleep(1000); // Give packet some time to be received
@ -1506,7 +1503,7 @@ void cClientHandle::Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* =
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
cPacket_Disconnect DC(a_Reason);
m_Socket.Send(&DC); // Send it immediately to the socket, bypassing any packet buffers
Send(DC); // TODO: Send it immediately to the socket, bypassing any packet buffers (? is it safe? packet boundaries...)
}
@ -2021,6 +2018,7 @@ void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
ThunderboltPacket.m_xLBPos = a_BlockX;
ThunderboltPacket.m_yLBPos = a_BlockY;
ThunderboltPacket.m_zLBPos = a_BlockZ;
Send(ThunderboltPacket);
}
@ -2198,8 +2196,7 @@ void cClientHandle::GetOutgoingData(AString & a_Data)
if (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() > MAX_OUTGOING_PACKETS)
{
LOGERROR("ERROR: Too many packets in queue for player %s !!", m_Username.c_str());
cPacket_Disconnect DC("Too many packets in queue.");
m_Socket.Send(DC);
SendDisconnect("Too many packets in queue.");
// DEBUG: Dump all outstanding packets' types to the log:
int Idx = 0;

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@ -2,7 +2,6 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cSocket.h"
#include "packets/cPacket.h"
#ifndef _WIN32
#include <netdb.h>
@ -314,28 +313,6 @@ int cSocket::Send(const char * a_Buffer, unsigned int a_Length)
int cSocket::Send(const cPacket * a_Packet)
{
AString Serialized;
a_Packet->Serialize(Serialized);
return Send(Serialized.data(), Serialized.size());
}
int cSocket::Send(const cPacket & a_Packet)
{
AString Serialized;
a_Packet.Serialize(Serialized);
return Send(Serialized.data(), Serialized.size());
}
unsigned short cSocket::GetPort(void) const
{
ASSERT(IsValid());

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@ -5,12 +5,6 @@
class cPacket;
class cSocket
{
public:
@ -74,8 +68,6 @@ public:
int Connect(const AString & a_HostNameOrAddr, unsigned short a_Port); // Returns 0 on success, !0 on failure
int Receive( char* a_Buffer, unsigned int a_Length, unsigned int a_Flags );
int Send (const char * a_Buffer, unsigned int a_Length);
int Send (const cPacket * a_Packet); // Sends the packet, doesn't handle partial sends
int Send (const cPacket & a_Packet); // Sends the packet, doesn't handle partial sends
unsigned short GetPort(void) const; // Returns 0 on failure

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@ -148,8 +148,6 @@ private:
virtual void Execute(void) override;
void AddOrUpdatePacket(int a_Slot, cPacket * a_Packet); // Adds the packet to the specified slot, or updates an existing packet in that queue (EntityMoveLook filtering)
void PrepareSet (fd_set * a_Set, cSocket::xSocket & a_Highest); // Puts all sockets into the set, along with m_ControlSocket1
void ReadFromSockets(fd_set * a_Read); // Reads from sockets indicated in a_Read
void WriteToSockets (fd_set * a_Write); // Writes to sockets indicated in a_Write