Some more refactoring with additional comments

Server now performs handshake instantly
This commit is contained in:
mdiluzio 2015-01-04 11:22:54 +00:00
parent 5c8666d4fb
commit b141314434
3 changed files with 32 additions and 23 deletions

View file

@ -26,24 +26,33 @@ struct ClientInfo
player_t player;
};
void WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game);
// Wait for orders from a client, will not return until client has send valid orders
// Will automatically add orders to the game
void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut);
void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
// Iterates through a list of clients calling WaitForOrdersFromClient
void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
// Sends current gamestate to each client
void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
// Tries to bind to a socket, will attempt 10 times with longer waits between
void TryBindSocket(int sockfd, sockaddr_in &serv_addr);
void PerformServerHandshakeWithClient(const ClientInfo &client, const CTTRTSGame &game);
// Perform the server side handshake with a client
void PerformServerHandshake(const ClientInfo &client, const CTTRTSGame &game);
// Perform the client side handshake with the server
void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString);
// For local fatal errors
inline void fatal_error(const char *msg)
{
std::cerr<<msg<<std::endl;
exit(1);
}
// For system fatal errors (ie. functions that set errno)
inline void fatal_perror(const char *msg)
{
perror(msg);