Removed some unnecessary comments and variable assignments from game-networking.c

Some network related error checking lines would have been totally
unnecessary. This decision may be revised later, however.

Signed-off-by: Gergely Polonkai (W00d5t0ck) <polesz@w00d5t0ck.info>
This commit is contained in:
Gergely Polonkai (W00d5t0ck) 2012-03-29 18:50:12 +02:00
parent 631b3bbe6e
commit a9f75f7814

View File

@ -91,7 +91,6 @@ static gboolean
wmud_client_callback(GSocket *client_socket, GIOCondition condition, wmudClient *client)
{
GError *err = NULL;
/* TODO: Error checking */
GRegex *email_regex = g_regex_new("^[A-Z0-9._%+-]+@[A-Z0-9.-]+\\.[A-Z]{2,4}$", G_REGEX_CASELESS, 0, NULL);
if (condition & G_IO_HUP)
@ -105,7 +104,6 @@ wmud_client_callback(GSocket *client_socket, GIOCondition condition, wmudClient
gchar *buf2;
gchar *buf = g_malloc0(sizeof(gchar) * (MAX_RECV_LEN + 1));
/* TODO: Error checking */
if ((len = g_socket_receive(client_socket, buf, MAX_RECV_LEN, NULL, &err)) == 0)
{
g_free(buf);
@ -361,7 +359,8 @@ game_source_callback(GSocket *socket, GIOCondition condition, struct AcceptData
wmudClient *client;
GSocketAddress *remote_addr;
/* TODO: Error checking */
/* This function should never return an error. If so, it is a huge bug,
* and will trigger a higher level error. */
client_socket = g_socket_listener_accept_socket(accept_data->listener, NULL, NULL, &err);
client = g_new0(wmudClient, 1);
@ -434,7 +433,7 @@ wmud_networking_init(guint port_number, GMainContext *game_context, GError **err
/* The following snippet is borrowed from GLib 2.30's gsocketlistener.c
* code, to create the necessary sockets to listen on both IPv4 and
* IPv6 address */
if ((game_socket6 = g_socket_new(G_SOCKET_FAMILY_IPV6, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &in_err)) != NULL)
if ((game_socket6 = g_socket_new(G_SOCKET_FAMILY_IPV6, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, NULL)) != NULL)
{
GInetAddress *inet_address;
GSocketAddress *address;
@ -446,8 +445,8 @@ wmud_networking_init(guint port_number, GMainContext *game_context, GError **err
g_socket_set_listen_backlog(game_socket6, 10);
result = g_socket_bind(game_socket6, address, TRUE, &in_err)
&& g_socket_listen(game_socket6, &in_err);
result = g_socket_bind(game_socket6, address, TRUE, NULL)
&& g_socket_listen(game_socket6, NULL);
g_object_unref(address);
@ -462,14 +461,13 @@ wmud_networking_init(guint port_number, GMainContext *game_context, GError **err
need_ipv4_socket = FALSE;
game_net_source6 = g_socket_create_source(game_socket6, G_IO_IN, NULL);
/* TODO: error checking */
g_socket_listener_add_socket(game_listener, game_socket6, NULL, &in_err);
/* This function should never return error. If so, that would be a really big bug which will trigger a higher level problem for sure */
g_socket_listener_add_socket(game_listener, game_socket6, NULL, NULL);
}
/* TODO: else { error checking } */
if (need_ipv4_socket)
{
if ((game_socket4 = g_socket_new(G_SOCKET_FAMILY_IPV4, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &in_err)) != NULL)
if ((game_socket4 = g_socket_new(G_SOCKET_FAMILY_IPV4, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, NULL)) != NULL)
{
GInetAddress *inet_address;
GSocketAddress *address;
@ -481,8 +479,8 @@ wmud_networking_init(guint port_number, GMainContext *game_context, GError **err
g_socket_set_listen_backlog(game_socket4, 10);
result = g_socket_bind(game_socket4, address, TRUE, &in_err)
&& g_socket_listen(game_socket4, &in_err);
result = g_socket_bind(game_socket4, address, TRUE, NULL)
&& g_socket_listen(game_socket4, NULL);
g_object_unref(address);
@ -497,10 +495,8 @@ wmud_networking_init(guint port_number, GMainContext *game_context, GError **err
}
game_net_source4 = g_socket_create_source(game_socket4, G_IO_IN, NULL);
/* TODO: error checking */
g_socket_listener_add_socket(game_listener, game_socket4, NULL, &in_err);
g_socket_listener_add_socket(game_listener, game_socket4, NULL, NULL);
}
/* TODO: else { error checking } */
}
else
{