Refactor send and receive Orders loop

This commit is contained in:
teinarss
2021-05-27 19:29:10 +02:00
committed by abcdefg30
parent 5e1468facb
commit f3777a25e6
7 changed files with 152 additions and 54 deletions

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Server
Dedicated = 2
}
public class Server
public sealed class Server
{
public readonly string TwoHumansRequiredText = "This server requires at least two human players to start a match.";
@@ -66,7 +66,7 @@ namespace OpenRA.Server
readonly TypeDictionary serverTraits = new TypeDictionary();
readonly PlayerDatabase playerDatabase;
protected volatile ServerState internalState = ServerState.WaitingPlayers;
volatile ServerState internalState = ServerState.WaitingPlayers;
readonly BlockingCollection<IServerEvent> events = new BlockingCollection<IServerEvent>();
@@ -77,7 +77,7 @@ namespace OpenRA.Server
public ServerState State
{
get => internalState;
protected set => internalState = value;
set => internalState = value;
}
public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr)
@@ -779,7 +779,7 @@ namespace OpenRA.Server
RecordOrder(frame, data, from);
}
public void DispatchOrders(Connection conn, int frame, byte[] data)
public void ReceiveOrders(Connection conn, int frame, byte[] data)
{
if (frame == 0)
InterpretServerOrders(conn, data);
@@ -1298,7 +1298,7 @@ namespace OpenRA.Server
void IServerEvent.Invoke(Server server)
{
server.DispatchOrders(connection, frame, data);
server.ReceiveOrders(connection, frame, data);
}
}