/* 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 . */ #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_LOG2( "CServerSocket::OnRead(): PreAccept returned an error: %s", res ); } } void CServerSocket::OnWrite() {} void CServerSocket::OnClose(PS_RESULT UNUSED(errorCode)) {}