Codechange: Remove ZeroedMemoryAllocator from network socket handlers. (#13377)
Prefer member default initialisation instead.
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@@ -23,7 +23,7 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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protected:
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std::unique_ptr<class NetworkAuthenticationServerHandler> authentication_handler; ///< The handler for the authentication.
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std::unique_ptr<class NetworkAuthenticationServerHandler> authentication_handler = nullptr; ///< The handler for the authentication.
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std::string peer_public_key; ///< The public key of our client.
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override;
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@@ -64,15 +64,15 @@ public:
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STATUS_END, ///< Must ALWAYS be on the end of this list!! (period).
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};
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uint8_t lag_test; ///< Byte used for lag-testing the client
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uint8_t last_token; ///< The last random token we did send to verify the client is listening
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uint32_t last_token_frame; ///< The last frame we received the right token
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ClientStatus status; ///< Status of this client
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uint8_t lag_test = 0; ///< Byte used for lag-testing the client
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uint8_t last_token = 0; ///< The last random token we did send to verify the client is listening
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uint32_t last_token_frame = 0; ///< The last frame we received the right token
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ClientStatus status = STATUS_INACTIVE; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery; conceptually more a bucket to gather commands in, after which the whole bucket is sent to the client.
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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size_t receive_limit = 0; ///< Amount of bytes that we can receive at this moment
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std::shared_ptr<struct PacketWriter> savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
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std::shared_ptr<struct PacketWriter> savegame = nullptr; ///< Writer used to write the savegame.
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NetworkAddress client_address{}; ///< IP-address of the client (so they can be banned)
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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