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Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.

Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket
Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing
This remove a long existing memory copy
Also check the packet size directly into Connection::Receive instead of packet processing
This commit is contained in:
Loic Blot 2015-03-31 10:35:51 +02:00
parent ab77bf98ee
commit 1fe4256462
9 changed files with 104 additions and 98 deletions

View file

@ -28,11 +28,14 @@ class NetworkPacket
{
public:
NetworkPacket(u8 *data, u32 datasize, u16 peer_id);
NetworkPacket(u16 command, u32 datasize, u16 peer_id);
NetworkPacket(u16 command, u32 datasize);
NetworkPacket(): m_datasize(0), m_read_offset(0), m_command(0),
m_peer_id(0) {}
~NetworkPacket();
void putRawPacket(u8 *data, u32 datasize, u16 peer_id);
// Getters
u32 getSize() { return m_datasize; }
u16 getPeerId() { return m_peer_id; }