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0
forked from 0ad/0ad
0ad/source/network/NetClient.cpp
janwas 77d2c67ada misc. string fixes
convert remaining %s to %hs or %ls
use WPRINTF_ARGS on unicode printf functions
fix: __func__ can't be widened via preprocessor (-> revert to char*)
convert remaining external_[directory|file_string to string()
Util: don't mix fwprintf and fprintf
Formation: fix dangling pointer (storing result of c_str())

This was SVN commit r7164.
2009-11-04 15:29:28 +00:00

700 lines
22 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
*-----------------------------------------------------------------------------
* FILE : NetClient.cpp
* PROJECT : 0 A.D.
* DESCRIPTION : Network client class implementation file
*-----------------------------------------------------------------------------
*/
// INCLUDES
#include "precompiled.h"
#include "NetClient.h"
#include "NetJsEvents.h"
#include "Network.h"
#include "NetServer.h"
#include "scripting/DOMEvent.h"
#include "scripting/JSConversions.h"
#include "scripting/ScriptableObject.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/Globals.h"
#include "ps/GameAttributes.h"
#include "simulation/Simulation.h"
// DECLARATIONS
#define LOG_CATEGORY L"net"
CNetClient *g_NetClient=NULL;
extern int fps;
//-----------------------------------------------------------------------------
// Name: CServerPlayer()
// Desc: Constructor
//-----------------------------------------------------------------------------
CServerPlayer::CServerPlayer( uint sessionID, const CStr& nickname )
{
m_SessionID = sessionID;
m_Nickname = nickname;
}
//-----------------------------------------------------------------------------
// Name: ~CServerPlayer()
// Desc: Destructor
//-----------------------------------------------------------------------------
CServerPlayer::~CServerPlayer( void )
{
}
//-----------------------------------------------------------------------------
// Name: ScriptingInit()
// Desc:
//-----------------------------------------------------------------------------
void CServerPlayer::ScriptingInit( void )
{
AddProperty(L"id", &CServerPlayer::m_SessionID, true);
AddProperty(L"name", &CServerPlayer::m_Nickname, true);
CJSObject<CServerPlayer>::ScriptingInit( "NetClient_ServerSession" );
}
//-----------------------------------------------------------------------------
// Name: CNetClient()
// Desc: Constructor
//-----------------------------------------------------------------------------
CNetClient::CNetClient( CGame* pGame, CGameAttributes* pGameAttribs )
: m_JsPlayers( &m_Players )
{
m_pLocalPlayerSlot = NULL;
m_pGame = pGame;
m_pGameAttributes = pGameAttribs;
m_TurnPending = false;
//ONCE( ScriptingInit(); );
m_pGame->GetSimulation()->SetTurnManager(this);
g_ScriptingHost.SetGlobal("g_NetClient", OBJECT_TO_JSVAL(GetScript()));
}
//-----------------------------------------------------------------------------
// Name: ~CNetClient()
// Desc: Destructor
//-----------------------------------------------------------------------------
CNetClient::~CNetClient()
{
// Release resources
PlayerMap::iterator it = m_Players.begin();
for ( ; it != m_Players.end(); it++ )
{
CServerPlayer *pCurrPlayer = it->second;
if ( pCurrPlayer ) delete pCurrPlayer;
}
m_Players.clear();
g_ScriptingHost.SetGlobal("g_NetClient", JSVAL_NULL);
}
//-----------------------------------------------------------------------------
// Name: ScriptingInit()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::ScriptingInit()
{
AddMethod<bool, &CNetClient::SetupConnection>("beginConnect", 1);
AddProperty(L"onStartGame", &CNetClient::m_OnStartGame);
AddProperty(L"onChat", &CNetClient::m_OnChat);
AddProperty(L"onConnectComplete", &CNetClient::m_OnConnectComplete);
AddProperty(L"onDisconnect", &CNetClient::m_OnDisconnect);
AddProperty(L"onClientConnect", &CNetClient::m_OnPlayerJoin);
AddProperty(L"onClientDisconnect", &CNetClient::m_OnPlayerLeave);
AddProperty(L"password", &CNetClient::m_Password);
AddProperty<CStr>(L"playerName", &CNetClient::m_Nickname);
//AddProperty(L"sessionId", &CNetClient::m_SessionID);
AddProperty(L"sessions", &CNetClient::m_JsPlayers);
CJSMap< PlayerMap >::ScriptingInit("NetClient_SessionMap");
CJSObject<CNetClient>::ScriptingInit("NetClient");
//CGameAttributes::ScriptingInit();
//CServerPlayer::ScriptingInit();
}
//-----------------------------------------------------------------------------
// Name: Run()
// Desc: Connect to server and start main loop
//-----------------------------------------------------------------------------
bool CNetClient::SetupConnection( JSContext* UNUSED(pContext), uintN argc, jsval* argv )
{
uint port = DEFAULT_HOST_PORT;
// Validate parameters
if ( argc == 0 ) return false;
// Build host information
CStr host = g_ScriptingHost.ValueToString( argv[0] );
if ( argc == 2 ) port = ToPrimitive< uint >( argv[ 1 ] );
// Create client host
if ( !Create() ) return false;
// Connect to server
return Connect( host, port );
}
//-----------------------------------------------------------------------------
// Name: SetupSession()
// Desc: Setup client session upon creation
//-----------------------------------------------------------------------------
bool CNetClient::SetupSession( CNetSession* pSession )
{
// Validate parameters
if ( !pSession ) return false;
FsmActionCtx* pContext = new FsmActionCtx;
if ( !pContext ) return false;
pContext->pHost = this;
pContext->pSession = pSession;
// Setup transitions for session
pSession->AddTransition( NCS_CONNECT, ( uint )NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, (void*)&OnHandshake, pContext );
pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, (void*)&OnHandshake, pContext );
pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_AUTHENTICATE_RESULT, NCS_PREGAME, (void*)&OnAuthenticate, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnPreGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ASSIGN_PLAYER_SLOT, NCS_PREGAME, (void*)&OnPreGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_CONFIG, NCS_PREGAME, (void*)&OnPreGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_JOIN, NCS_PREGAME, (void*)&OnPlayerJoin, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_START, NCS_INGAME, (void*)&OnStartGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_CHAT, NCS_INGAME, (void*)&OnChat, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_PATROL, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_ADD_WAYPOINT, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_CONTACT_ACTION, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_PRODUCE, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_PLACE_OBJECT, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_RUN, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_SET_RALLY_POINT, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_SET_STANCE, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_CONTACT_ACTION, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NCS_INGAME, (void*)&OnInGame, pContext );
// Set first state
pSession->SetFirstState( NCS_CONNECT );
return true;
}
//-----------------------------------------------------------------------------
// Name: HandleConnect()
// Desc: Called when the client successfully connected to server
//-----------------------------------------------------------------------------
bool CNetClient::HandleConnect( CNetSession* pSession )
{
// Validate parameters
if ( !pSession ) return false;
return true;
}
//-----------------------------------------------------------------------------
// Name: HandleDisconnect()
// Desc: Called when the client disconnected from the server
//-----------------------------------------------------------------------------
bool CNetClient::HandleDisconnect( CNetSession *pSession )
{
// Validate parameters
if ( !pSession ) return false;
return true;
}
//-----------------------------------------------------------------------------
// Name: OnError()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnError( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
// Error event?
if ( pEvent->GetType() != (uint)NMT_ERROR ) return true;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
assert( pClient );
CErrorMessage* pMessage = ( CErrorMessage* )pEvent->GetParamRef();
if ( pMessage )
{
LOG( CLogger::Error, LOG_CATEGORY, L"CNetClient::OnError(): Error description %hs", pMessage->m_Error );
if ( pClient->m_OnConnectComplete.Defined() )
{
CConnectCompleteEvent connectComplete( ( CStrW )pMessage->m_Error, false );
pClient->m_OnConnectComplete.DispatchEvent( pClient->GetScript(), &connectComplete );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnPlayer()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnPlayerJoin( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
// Connect event?
if ( pEvent->GetType() != NMT_PLAYER_JOIN ) return true;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
assert( pClient );
CPlayerJoinMessage* pMessage = ( CPlayerJoinMessage* )pEvent->GetParamRef();
if ( pMessage )
{
for ( uint i = 0; i < pMessage->m_Clients.size(); i++ )
{
pClient->OnPlayer( pMessage->m_Clients[ i ].m_SessionID, pMessage->m_Clients[ i ].m_Name );
}
if ( pClient->m_OnConnectComplete.Defined() )
{
CConnectCompleteEvent connectComplete( ( CStrW )PS_OK, true );
pClient->m_OnConnectComplete.DispatchEvent( pClient->GetScript(), &connectComplete );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnHandshake()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnHandshake( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetSession* pSession = ( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
switch ( pEvent->GetType() )
{
//case NMT_ERROR:
// CNetClient::OnError( pContext, pEvent );
// break;
case NMT_SERVER_HANDSHAKE:
{
CCliHandshakeMessage handshake;
handshake.m_MagicResponse = PS_PROTOCOL_MAGIC_RESPONSE;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
( ( CNetHost* )pClient )->SendMessage( pSession, &handshake );
}
break;
case NMT_SERVER_HANDSHAKE_RESPONSE:
{
CAuthenticateMessage authenticate;
authenticate.m_Name = pClient->m_Nickname;
authenticate.m_Password = pClient->m_Password;
( ( CNetHost* )pClient )->SendMessage( pSession, &authenticate );
}
break;
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnAuthenticate()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnAuthenticate( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
UNUSED2(pClient);
CNetSession* pSession = ( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
if ( pEvent->GetType() == (uint)NMT_ERROR )
{
// return CNetClient::OnError( pContext, pEvent );
}
else if ( pEvent->GetType() == NMT_AUTHENTICATE_RESULT )
{
CAuthenticateResultMessage* pMessage =( CAuthenticateResultMessage* )pEvent->GetParamRef();
if ( !pMessage ) return true;
LOG(CLogger::Error, LOG_CATEGORY, L"CNetClient::OnAuthenticate(): Authentication result: %ls", pMessage->m_Message.c_str() );
pSession->SetID( pMessage->m_SessionID );
LOG(CLogger::Error, LOG_CATEGORY, L"CNetClient::OnAuthenticate(): My session ID is %d", pMessage->m_SessionID);
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnPreGame()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnPreGame( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetSession* pSession = ( CNetSession* )( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
switch ( pEvent->GetType() )
{
//CHAIN(BaseHandler);
//CHAIN(ChatHandler);
// case NMT_GAME_START:
// pClient->StartGame();
// break;
case NMT_PLAYER_LEAVE:
{
CPlayerLeaveMessage* pMessage = ( CPlayerLeaveMessage* )pEvent->GetParamRef();
if ( !pMessage ) return false;
pClient->OnPlayerLeave( pMessage->m_SessionID );
}
break;
case NMT_GAME_SETUP:
{
CGameSetupMessage* pMessage = ( CGameSetupMessage* )pEvent->GetParamRef();
for ( uint i = 0; i < pMessage->m_Values.size(); i++ )
{
pClient->m_pGameAttributes->SetValue( pMessage->m_Values[ i ].m_Name, pMessage->m_Values[ i ].m_Value );
}
}
break;
case NMT_ASSIGN_PLAYER_SLOT:
{
CAssignPlayerSlotMessage* pMessage = ( CAssignPlayerSlotMessage* )pEvent->GetParamRef();
// FIXME Validate slot id to prevent us from going boom
CPlayerSlot* pSlot = pClient->m_pGameAttributes->GetSlot( pMessage->m_SlotID );
if ( pSlot == pClient->m_pLocalPlayerSlot ) {
pClient->m_pLocalPlayerSlot = NULL;
}
switch ( pMessage->m_Assignment )
{
case ASSIGN_SESSION:
{
// TODO: Check where is the best place to assign client's session ID
if ( pSession->GetID() == pMessage->m_SessionID )
{
pClient->m_pLocalPlayerSlot = pSlot;
}
pSlot->AssignToSessionID( pMessage->m_SessionID );
}
break;
case ASSIGN_CLOSED:
pSlot->AssignClosed();
break;
case ASSIGN_OPEN:
pSlot->AssignOpen();
break;
default:
LOG( CLogger::Warning, LOG_CATEGORY, L"Invalid slot assignment %hs", pMessage->ToString().c_str() );
break;
}
}
break;
case NMT_PLAYER_CONFIG:
{
CPlayerConfigMessage* pMessage = ( CPlayerConfigMessage* )pEvent->GetParamRef();
// FIXME Check player ID
CPlayer* pPlayer = pClient->m_pGameAttributes->GetPlayer( pMessage->m_PlayerID );
for ( uint i = 0; i < pMessage->m_Values.size(); i++ )
{
pPlayer->SetValue( pMessage->m_Values[i].m_Name, pMessage->m_Values[i].m_Value );
}
}
break;
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnInGame()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnInGame( void *pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetMessage* pMessage = ( CNetMessage* )pEvent->GetParamRef();
if ( pMessage )
{
if ( pMessage->GetType() >= NMT_COMMAND_FIRST && pMessage->GetType() < NMT_COMMAND_LAST )
{
pClient->QueueIncomingMessage( pMessage );
return true;
}
if ( pMessage->GetType() == NMT_END_COMMAND_BATCH )
{
CEndCommandBatchMessage* pMessage = ( CEndCommandBatchMessage* )pEvent->GetParamRef();
if ( !pMessage ) return false;
pClient->SetTurnLength( 1, pMessage->m_TurnLength );
pClient->m_TurnPending = true;
// FIXME When the command batch has ended, we should start accepting
// commands for the next turn. This will be accomplished by calling
// NewTurn. *BUT* we shouldn't prematurely proceed game simulation
// since this will produce jerky playback (everything expects a sim
// turn to have a certain duration).
// We should make sure that any commands received after this message
// are queued in the next batch (#2 instead of #1). If we're already
// putting everything new in batch 2 - we should fast-forward a bit to
// catch up with the server.
}
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnChat()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnChat( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
if ( pEvent->GetType() == NMT_CHAT )
{
CChatMessage* pMessage = ( CChatMessage* )pEvent->GetParamRef();
if ( !pMessage ) return false;
g_Console->ReceivedChatMessage( pMessage->m_Sender, pMessage->m_Message );
if ( pClient->m_OnChat.Defined() )
{
CChatEvent evt( pMessage->m_Sender, pMessage->m_Message );
pClient->m_OnChat.DispatchEvent( pClient->GetScript(), &evt );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnStartGame()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnStartGame( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
if ( pClient->m_OnStartGame.Defined() )
{
CStartGameEvent event;
pClient->m_OnStartGame.DispatchEvent( pClient->GetScript(), &event );
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnPlayerJoin()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::OnPlayer( uint ID, const CStr& name )
{
CServerPlayer* pNewPlayer = new CServerPlayer( ID, name );
if ( !pNewPlayer ) return;
// Store new player
m_Players[ ID ] = pNewPlayer;
// Call JS Callback
if ( m_OnPlayerJoin.Defined() )
{
CClientConnectEvent event( ID, name );
m_OnPlayerJoin.DispatchEvent( GetScript(), &event );
}
}
//-----------------------------------------------------------------------------
// Name: OnPlayerLeave()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::OnPlayerLeave( uint ID )
{
// Lookup player
PlayerMap::iterator it = m_Players.find( ID );
if ( it == m_Players.end() )
{
LOG( CLogger::Warning, LOG_CATEGORY, L"CNetClient::OnPlayerLeav(): No such player %d.", ID );
return;
}
// Call JS Callback
if ( m_OnPlayerLeave.Defined() && it->second )
{
CClientDisconnectEvent event( it->second->GetSessionID(), it->second->GetNickname() );
m_OnPlayerLeave.DispatchEvent( GetScript(), &event );
}
// Remove player from internal map
m_Players.erase( it );
}
//-----------------------------------------------------------------------------
// Name: StartGame()
// Desc:
//-----------------------------------------------------------------------------
int CNetClient::StartGame( void )
{
assert ( m_pGame );
assert ( m_pGameAttributes );
if ( m_pGame->StartGame( m_pGameAttributes ) != PSRETURN_OK ) return -1;
// Send an end-of-batch message for turn 0 to signal that we're ready.
CEndCommandBatchMessage endBatch;
endBatch.m_TurnLength = 1000 / g_frequencyFilter->StableFrequency();
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, &endBatch );
return 0;
}
//-----------------------------------------------------------------------------
// Name: GetLocalPlayer()
// Desc:
//-----------------------------------------------------------------------------
CPlayer* CNetClient::GetLocalPlayer()
{
return m_pLocalPlayerSlot->GetPlayer();
}
//-----------------------------------------------------------------------------
// Name: NewTurn()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::NewTurn()
{
CScopeLock lock(m_Mutex);
RotateBatches();
ClearBatch(2);
m_TurnPending = false;
//debug_printf(L"In NewTurn - sending ack\n");
CEndCommandBatchMessage* pMsg = new CEndCommandBatchMessage;
pMsg->m_TurnLength=1000/g_frequencyFilter->StableFrequency(); // JW: it'd probably be nicer to get the FPS as a parameter
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, pMsg );
}
//-----------------------------------------------------------------------------
// Name: QueueLocalCommand()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::QueueLocalCommand( CNetMessage* pMessage )
{
if ( !pMessage ) return;
// Don't save these locally, since they'll be bounced by the server anyway
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, pMessage );
}
//-----------------------------------------------------------------------------
// Name: QueueIncomingMessage()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::QueueIncomingMessage( CNetMessage* pMessage )
{
CScopeLock lock( m_Mutex );
QueueMessage( 2, pMessage );
}