mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts: Engine/source/platform/platformCPUCount.cpp
This commit is contained in:
commit
87d9e245b7
210 changed files with 896 additions and 896 deletions
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@ -34,7 +34,7 @@
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#define ioctl ioctlsocket
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typedef int socklen_t;
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typedef S32 socklen_t;
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#elif defined ( TORQUE_OS_MAC )
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@ -88,7 +88,7 @@ typedef in_addr IN_ADDR;
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#define TORQUE_USE_WINSOCK
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#define EINPROGRESS WSAEINPROGRESS
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#define ioctl ioctlsocket
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typedef int socklen_t;
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typedef S32 socklen_t;
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DWORD _getLastErrorAndClear()
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{
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@ -103,7 +103,7 @@ DWORD _getLastErrorAndClear()
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#endif
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#if defined(TORQUE_USE_WINSOCK)
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static const char* strerror_wsa( int code )
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static const char* strerror_wsa( S32 code )
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{
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switch( code )
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{
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@ -141,7 +141,7 @@ static const char* strerror_wsa( int code )
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static Net::Error getLastError();
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static S32 defaultPort = 28000;
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static S32 netPort = 0;
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static int udpSocket = InvalidSocket;
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static S32 udpSocket = InvalidSocket;
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ConnectionNotifyEvent Net::smConnectionNotify;
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ConnectionAcceptedEvent Net::smConnectionAccept;
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@ -445,7 +445,7 @@ void Net::closeConnectTo(NetSocket sock)
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return;
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// if this socket is in the list of polled sockets, remove it
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for (int i = 0; i < gPolledSockets.size(); ++i)
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for (S32 i = 0; i < gPolledSockets.size(); ++i)
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{
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if (gPolledSockets[i]->fd == sock)
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{
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@ -458,7 +458,7 @@ void Net::closeConnectTo(NetSocket sock)
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closeSocket(sock);
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}
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Net::Error Net::sendtoSocket(NetSocket socket, const U8 *buffer, int bufferSize)
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Net::Error Net::sendtoSocket(NetSocket socket, const U8 *buffer, S32 bufferSize)
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{
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if(Journal::IsPlaying())
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{
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@ -484,7 +484,7 @@ bool Net::openPort(S32 port, bool doBind)
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// we turn off VDP in non-release builds because VDP does not support broadcast packets
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// which are required for LAN queries (PC->Xbox connectivity). The wire protocol still
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// uses the VDP packet structure, though.
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int protocol = 0;
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S32 protocol = 0;
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bool useVDP = false;
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#ifdef TORQUE_DISABLE_PC_CONNECTIVITY
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// Xbox uses a VDP (voice/data protocol) socket for networking
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@ -621,7 +621,7 @@ void Net::process()
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sockaddr_in ipAddr;
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NetSocket incoming = InvalidSocket;
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char out_h_addr[1024];
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int out_h_length = 0;
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S32 out_h_length = 0;
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RawData readBuff;
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for (S32 i = 0; i < gPolledSockets.size();
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@ -731,7 +731,7 @@ void Net::process()
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if(::connect(currentSock->fd, (struct sockaddr *)&ipAddr,
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sizeof(ipAddr)) == -1)
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{
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int errorCode;
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S32 errorCode;
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#if defined(TORQUE_USE_WINSOCK)
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errorCode = WSAGetLastError();
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if( errorCode == WSAEINPROGRESS || errorCode == WSAEWOULDBLOCK )
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@ -790,7 +790,7 @@ void Net::process()
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NetSocket Net::openSocket()
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{
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int retSocket;
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S32 retSocket;
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retSocket = socket(AF_INET, SOCK_STREAM, 0);
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if(retSocket == InvalidSocket)
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@ -835,7 +835,7 @@ NetSocket Net::accept(NetSocket acceptSocket, NetAddress *remoteAddress)
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sockaddr_in socketAddress;
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socklen_t addrLen = sizeof(socketAddress);
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int retVal = ::accept(acceptSocket, (sockaddr *) &socketAddress, &addrLen);
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S32 retVal = ::accept(acceptSocket, (sockaddr *) &socketAddress, &addrLen);
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if(retVal != InvalidSocket)
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{
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IPSocketToNetAddress(&socketAddress, remoteAddress);
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