forked from mirrors/0ad
Initialize members in the class of CNet*
Sometimes the order was wrong.
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@@ -67,14 +67,9 @@ constexpr u32 NETWORK_BAD_PING = DEFAULT_TURN_LENGTH * COMMAND_DELAY_MP / 2;
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CNetClient *g_NetClient = NULL;
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CNetClient::CNetClient(CGame* game, const CStrW& username, const CStr& hostJID) :
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m_Session(NULL),
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m_UserName{username},
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m_HostJID{hostJID},
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m_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game),
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m_LastConnectionCheck(0),
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m_ServerAddress(),
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m_ServerPort(0),
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m_Rejoin(false)
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m_Game{game}
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{
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m_Game->SetTurnManager(NULL); // delete the old local turn manager so we don't accidentally use it
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@@ -318,7 +318,7 @@ private:
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CStr m_HostJID;
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CStr m_ServerAddress;
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u16 m_ServerPort;
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u16 m_ServerPort{0};
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/**
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* Password to join the game.
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@@ -331,19 +331,19 @@ private:
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/// Note that this is just a "gui hint" with no actual impact on being controller.
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bool m_IsController = false;
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/// Current network session (or NULL if not connected)
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CNetClientSession* m_Session;
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/// Current network session (or nullptr if not connected)
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CNetClientSession* m_Session{nullptr};
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std::thread m_PollingThread;
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/// Turn manager associated with the current game (or NULL if we haven't started the game yet)
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CNetClientTurnManager* m_ClientTurnManager;
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/// Turn manager associated with the current game (or nullptr if we haven't started the game yet)
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CNetClientTurnManager* m_ClientTurnManager{nullptr};
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/// Unique-per-game identifier of this client, used to identify the sender of simulation commands
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u32 m_HostID;
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u32 m_HostID{static_cast<u32>(-1)};
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/// True if the player is currently rejoining or has already rejoined the game.
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bool m_Rejoin;
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bool m_Rejoin{false};
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/// Latest copy of player assignments heard from the server
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PlayerAssignmentMap m_PlayerAssignments;
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@@ -372,7 +372,7 @@ private:
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std::string m_SavedState;
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/// Time when the server was last checked for timeouts and bad latency
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std::time_t m_LastConnectionCheck;
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std::time_t m_LastConnectionCheck{0};
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/// Record of the server engine version and loaded mods
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CSrvHandshakeMessage m_ServerHandshake;
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@@ -77,8 +77,6 @@
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*/
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#define MAX_CLIENTS 41
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#define DEFAULT_SERVER_NAME L"Unnamed Server"
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constexpr int CHANNEL_COUNT = 1;
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constexpr int FAILED_PASSWORD_TRIES_BEFORE_BAN = 3;
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@@ -115,17 +113,8 @@ static CStr DebugName(CNetServerSession* session)
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CNetServerWorker::CNetServerWorker(const bool continueSavedGame, const bool useLobbyAuth) :
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m_ContinuesSavedGame{continueSavedGame},
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m_LobbyAuth(useLobbyAuth),
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m_Shutdown(false),
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m_ScriptInterface(NULL),
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m_NextHostID(1), m_Host(NULL), m_ControllerGUID(), m_Stats(NULL),
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m_LastConnectionCheck(0)
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m_LobbyAuth{useLobbyAuth}
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{
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m_State = SERVER_STATE_UNCONNECTED;
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m_ServerTurnManager = NULL;
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m_ServerName = DEFAULT_SERVER_NAME;
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}
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CNetServerWorker::~CNetServerWorker()
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@@ -1705,7 +1694,7 @@ void CNetServerWorker::SendHolePunchingMessage(const CStr& ipStr, u16 port)
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CNetServer::CNetServer(const bool continueSavedGame, const bool useLobbyAuth) :
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m_Worker{new CNetServerWorker{continueSavedGame, useLobbyAuth}},
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m_LobbyAuth(useLobbyAuth), m_PublicIp(""), m_PublicPort(20595), m_Password()
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m_LobbyAuth{useLobbyAuth}
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{
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}
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+11
-11
@@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -186,7 +186,7 @@ public:
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private:
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CNetServerWorker* m_Worker;
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const bool m_LobbyAuth;
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u16 m_PublicPort;
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u16 m_PublicPort{20595};
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CStr m_PublicIp;
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CStr m_Password;
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std::unordered_map<std::string, int> m_FailedAttempts;
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@@ -346,7 +346,7 @@ private:
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* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
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* we should just forward messages blindly and efficiently.)
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*/
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ScriptInterface* m_ScriptInterface;
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ScriptInterface* m_ScriptInterface{nullptr};
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PlayerAssignmentMap m_PlayerAssignments;
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@@ -367,14 +367,14 @@ private:
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*/
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const bool m_LobbyAuth;
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ENetHost* m_Host;
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ENetHost* m_Host{nullptr};
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std::vector<CNetServerSession*> m_Sessions;
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CNetStatsTable* m_Stats;
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CNetStatsTable* m_Stats{nullptr};
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NetServerState m_State;
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NetServerState m_State{SERVER_STATE_UNCONNECTED};
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CStrW m_ServerName;
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CStrW m_ServerName{L"Unnamed Server"};
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std::vector<u32> m_BannedIPs;
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std::vector<CStrW> m_BannedPlayers;
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@@ -386,9 +386,9 @@ private:
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*/
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std::vector<CStr> m_PausingPlayers;
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u32 m_NextHostID;
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u32 m_NextHostID{1};
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CNetServerTurnManager* m_ServerTurnManager;
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CNetServerTurnManager* m_ServerTurnManager{nullptr};
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/**
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* The GUID of the client in control of the game (the 'host' from the players' perspective).
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@@ -421,7 +421,7 @@ private:
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/**
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* Time when the clients connections were last checked for timeouts and latency.
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*/
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std::time_t m_LastConnectionCheck;
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std::time_t m_LastConnectionCheck{0};
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private:
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// Thread-related stuff:
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@@ -442,7 +442,7 @@ private:
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std::mutex m_WorkerMutex;
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// protected by m_WorkerMutex
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bool m_Shutdown;
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bool m_Shutdown{false};
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// Queues for messages sent by the game thread (protected by m_WorkerMutex):
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std::vector<bool> m_StartGameQueue;
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