1
0
forked from 0ad/0ad
0ad/source/ps/Network/ServerSocket.cpp
olsner 7bcc12373b - Created JSMap
- Changed player colour JS interface: setColour(...) instead of a colour
property
- Introduced a network log and replaced most network LOG() calls with
NET_LOG()
- Moved to a slot-based system for Pre-Game and extended a lot of the JS
APIs to networking stuff
- A bit of cleanup in the low-level network code (Unix parts)
- Clients now keep track of all other connected clients on the server
(And exposes this info to JS)
- Split out GameAttributes to its own file
- Removed unused class AttributeMap
- Changed CJSObject to use T* pointers in JS_SetPrivate (needed to make
ToScript work with multiple inheritance)

This was SVN commit r1929.
2005-02-21 17:13:31 +00:00

32 lines
561 B
C++
Executable File

#include "precompiled.h"
#include "Network.h"
#include "NetLog.h"
CServerSocket::~CServerSocket()
{
}
void CServerSocket::OnRead()
{
CSocketAddress remoteAddr;
PS_RESULT res=PreAccept(remoteAddr);
if (res==PS_OK)
{
OnAccept(remoteAddr);
}
else
{
// All errors are non-critical, so no need to do anything special besides
// not calling OnAccept [ shouldn't be, that is ;-) ]
NET_LOG("CServerSocket::OnRead(): PreAccept returned an error: %s", res);
}
}
void CServerSocket::OnWrite()
{}
void CServerSocket::OnClose(PS_RESULT errorCode)
{}