TraversalClient: Make data externally read-only members private

These are only ever queried for state, not written. Therefore, prevent writing to the members
and make them private.
This commit is contained in:
Lioncash
2018-04-16 16:02:21 -04:00
parent dfd6a228a6
commit ca6a2970ea
6 changed files with 44 additions and 19 deletions

View File

@ -134,7 +134,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
m_traversal_client = g_TraversalClient.get();
// If we were disconnected in the background, reconnect.
if (m_traversal_client->m_State == TraversalClient::Failure)
if (m_traversal_client->GetState() == TraversalClient::Failure)
m_traversal_client->ReconnectToServer();
m_traversal_client->m_Client = this;
m_host_spec = address;
@ -909,17 +909,18 @@ void NetPlayClient::ClearBuffers()
// called from ---NETPLAY--- thread
void NetPlayClient::OnTraversalStateChanged()
{
const TraversalClient::State state = m_traversal_client->GetState();
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
m_traversal_client->m_State == TraversalClient::Connected)
state == TraversalClient::Connected)
{
m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
m_traversal_client->ConnectToClient(m_host_spec);
}
else if (m_connection_state != ConnectionState::Failure &&
m_traversal_client->m_State == TraversalClient::Failure)
else if (m_connection_state != ConnectionState::Failure && state == TraversalClient::Failure)
{
Disconnect();
m_dialog->OnTraversalError(m_traversal_client->m_FailureReason);
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
}
}

View File

@ -90,7 +90,7 @@ NetPlayServer::NetPlayServer(const u16 port, const bool forward_port,
m_server = g_MainNetHost.get();
if (g_TraversalClient->m_State == TraversalClient::Failure)
if (g_TraversalClient->GetState() == TraversalClient::Failure)
g_TraversalClient->ReconnectToServer();
}
else
@ -736,8 +736,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
void NetPlayServer::OnTraversalStateChanged()
{
if (m_dialog && m_traversal_client->m_State == TraversalClient::Failure)
m_dialog->OnTraversalError(m_traversal_client->m_FailureReason);
if (m_dialog && m_traversal_client->GetState() == TraversalClient::Failure)
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
}
// called from ---GUI--- thread