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https://github.com/wesnoth/wesnoth
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Update doxygen comment style.
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@ -12,8 +12,10 @@
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See the COPYING file for more details.
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*/
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//! @file server/server.cpp
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//! Wesnoth-Server, for multiplayer-games.
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/**
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* @file server/server.cpp
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* Wesnoth-Server, for multiplayer-games.
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*/
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#include "../global.hpp"
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@ -86,12 +88,16 @@ clock_t get_cpu_time(bool active) {
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#endif
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//! fatal and directly server related errors/warnings,
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//! ie not caused by erroneous client data
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/**
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* fatal and directly server related errors/warnings,
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* ie not caused by erroneous client data
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*/
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#define ERR_SERVER LOG_STREAM(err, mp_server)
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//! clients send wrong/unexpected data
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/** clients send wrong/unexpected data */
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#define WRN_SERVER LOG_STREAM(warn, mp_server)
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//! normal events
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/** normal events */
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#define LOG_SERVER LOG_STREAM(info, mp_server)
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#define DBG_SERVER LOG_STREAM(debug, mp_server)
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#define ERR_CONFIG LOG_STREAM(err, config)
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@ -101,7 +107,7 @@ clock_t get_cpu_time(bool active) {
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#ifndef SIGHUP
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#define SIGHUP 20
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#endif
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// FIXME: should define SIGINT here too, but to what?
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/** @todo FIXME: should define SIGINT here too, but to what? */
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sig_atomic_t config_reload = 0;
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@ -279,21 +285,23 @@ private:
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boost::scoped_ptr<user_handler> user_handler_;
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std::map<network::connection,std::string> seeds_;
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//! std::map<network::connection,player>
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/** std::map<network::connection,player>. */
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wesnothd::player_map players_;
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wesnothd::player_map ghost_players_ ;
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std::vector<wesnothd::game*> games_;
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wesnothd::game not_logged_in_;
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//! The lobby is implemented as a game.
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/** The lobby is implemented as a game. */
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wesnothd::game lobby_;
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//! server socket/fifo
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/** server socket/fifo. */
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boost::scoped_ptr<input_stream> input_;
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const std::string config_file_;
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config cfg_;
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//! Read the server config from file 'config_file_'.
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/** Read the server config from file 'config_file_'. */
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config read_config() const;
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// settings from the server config
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@ -311,7 +319,8 @@ private:
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time_t lan_server_;
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time_t last_user_seen_time_;
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std::string restart_command;
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//! Parse the server config into local variables.
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/** Parse the server config into local variables. */
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void load_config();
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bool ip_exceeds_connection_limit(const std::string& ip) const;
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@ -335,15 +344,19 @@ private:
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simple_wml::document& data);
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void process_login(const network::connection sock,
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simple_wml::document& data);
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//! Handle queries from clients.
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/** Handle queries from clients. */
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void process_query(const network::connection sock,
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simple_wml::node& query);
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//! Process commands from admins and users.
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/** Process commands from admins and users. */
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std::string process_command(const std::string& cmd, const std::string& issuer_name);
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//! Handle private messages between players.
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/** Handle private messages between players. */
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void process_whisper(const network::connection sock,
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simple_wml::node& whisper) const;
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//! Handle nickname registration related requests from clients
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/** Handle nickname registration related requests from clients. */
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void process_nickserv(const network::connection sock, simple_wml::node& data);
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void process_data_lobby(const network::connection sock,
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simple_wml::document& data);
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@ -1272,7 +1285,7 @@ std::string server::process_command(const std::string& query, const std::string&
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if (reason.empty()) return ban_manager_.get_ban_help();
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// if we find a '.' consider it an ip mask
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//! @todo FIXME: make a proper check for valid IPs
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/** @todo FIXME: make a proper check for valid IPs. */
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if (std::count(target.begin(), target.end(), '.') >= 1) {
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banned_ = true;
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@ -1673,8 +1686,10 @@ void server::process_data_lobby(const network::connection sock,
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}
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}
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//! Process data sent by a player in a game. Note that 'data' by default gets
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//! broadcasted and saved in the replay.
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/**
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* Process data sent by a player in a game. Note that 'data' by default gets
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* broadcasted and saved in the replay.
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*/
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void server::process_data_game(const network::connection sock,
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simple_wml::document& data) {
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DBG_SERVER << "in process_data_game...\n";
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@ -1799,7 +1814,7 @@ void server::process_data_game(const network::connection sock,
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make_add_diff(*games_and_users_list_.child("gamelist"), "gamelist", "game", diff);
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lobby_.send_data(diff);
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//! @todo FIXME: Why not save the level data in the history_?
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/** @todo FIXME: Why not save the level data in the history_? */
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return;
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// Everything below should only be processed if the game is already intialized.
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} else if (!g->level_init()) {
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@ -2210,8 +2225,11 @@ int main(int argc, char** argv) {
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} catch(network::error& e) {
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ERR_SERVER << "Caught network error while server was running. Aborting.: "
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<< e.message << "\n";
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//! @todo errno should be passed here with the error or it might not be
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//! the true errno anymore. Seems to work good enough for now though.
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/**
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* @todo errno should be passed here with the error or it might not be
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* the true errno anymore. Seems to work good enough for now though.
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*/
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return errno;
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} catch(std::bad_alloc&) {
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ERR_SERVER << "Ran out of memory. Aborting.\n";
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