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authorvisagalis <none@none>2008-11-14 17:50:48 -0600
committervisagalis <none@none>2008-11-14 17:50:48 -0600
commit3085e66b966fec0012decf2543c7e32064b47102 (patch)
tree3aa057fa15ce224932340fa6870d41f0b9422033 /src/game/WorldSocket.h
parent053b671cb5481dacc85fe192ceea937462361948 (diff)
[svn] *** Source: MaNGOS ***
* Fixed english spelling in src/game/WorldSocket.h/cpp. Author: Derex * [240_world.sql] Create new command .senditems and remove from moderator level command .sendmail possibility send items. Author: Vladimir * Added new command: .sendmoney player "subject" "message" money - Sends a mail with money to a player. Author: fredi * Correctly apply taken damage debufs/bonuses in cases non-physical melee damage. Author: Frankir * Fix a crash in add friend/ignore callback. (check if player still logged in). Author: Hunuza * Better args checking in .sendmoney command. Author: Vladimir --HG-- branch : trunk
Diffstat (limited to 'src/game/WorldSocket.h')
-rw-r--r--src/game/WorldSocket.h46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/game/WorldSocket.h b/src/game/WorldSocket.h
index 10ac198b423..973cbb07cb0 100644
--- a/src/game/WorldSocket.h
+++ b/src/game/WorldSocket.h
@@ -55,36 +55,36 @@ typedef ACE_Svc_Handler<ACE_SOCK_STREAM, ACE_NULL_SYNCH> WorldHandler;
/**
* WorldSocket.
*
- * This class is responsible for the comunication with
+ * This class is responsible for the communication with
* remote clients.
* Most methods return -1 on failure.
- * The class uses refferece counting.
+ * The class uses reference counting.
*
* For output the class uses one buffer (64K usually) and
* a queue where it stores packet if there is no place on
* the queue. The reason this is done, is because the server
- * does realy a lot of small-size writes to it, and it doesn't
+ * does really a lot of small-size writes to it, and it doesn't
* scale well to allocate memory for every. When something is
- * writen to the output buffer the socket is not immideately
+ * written to the output buffer the socket is not immediately
* activated for output (again for the same reason), there
* is 10ms celling (thats why there is Update() method).
- * This concept is simmilar to TCP_CORK, but TCP_CORK
- * usses 200ms celling. As result overhead generated by
+ * This concept is similar to TCP_CORK, but TCP_CORK
+ * uses 200ms celling. As result overhead generated by
* sending packets from "producer" threads is minimal,
- * and doing a lot of writes with small size is tollerated.
+ * and doing a lot of writes with small size is tolerated.
*
- * The calls to Upate () method are managed by WorldSocketMgr
+ * The calls to Update () method are managed by WorldSocketMgr
* and ReactorRunnable.
*
* For input ,the class uses one 1024 bytes buffer on stack
- * to which it does recv() calls. And then recieved data is
- * distributed where its needed. 1024 matches pritey well the
+ * to which it does recv() calls. And then received data is
+ * distributed where its needed. 1024 matches pretty well the
* traffic generated by client for now.
*
* The input/output do speculative reads/writes (AKA it tryes
- * to read all data avaible in the kernel buffer or tryes to
- * write everything avaible in userspace buffer),
- * which is ok for using with Level and Edge Trigered IO
+ * to read all data available in the kernel buffer or tryes to
+ * write everything available in userspace buffer),
+ * which is ok for using with Level and Edge Triggered IO
* notification.
*
*/
@@ -99,7 +99,7 @@ class WorldSocket : protected WorldHandler
/// Declare the acceptor for this class
typedef ACE_Acceptor< WorldSocket, ACE_SOCK_ACCEPTOR > Acceptor;
- /// Mutex type used for various syncronizations.
+ /// Mutex type used for various synchronizations.
typedef ACE_Thread_Mutex LockType;
typedef ACE_Guard<LockType> GuardType;
@@ -120,10 +120,10 @@ class WorldSocket : protected WorldHandler
/// @return -1 of failure
int SendPacket (const WorldPacket& pct);
- /// Add refference to this object.
+ /// Add reference to this object.
long AddReference (void);
- /// Remove refference to this object.
+ /// Remove reference to this object.
long RemoveReference (void);
protected:
@@ -185,7 +185,7 @@ class WorldSocket : protected WorldHandler
/// Time in which the last ping was received
ACE_Time_Value m_LastPingTime;
- /// Keep track of overspeed pings ,to prevent ping flood.
+ /// Keep track of over-speed pings ,to prevent ping flood.
uint32 m_OverSpeedPings;
/// Address of the remote peer
@@ -197,21 +197,21 @@ class WorldSocket : protected WorldHandler
/// Mutex lock to protect m_Session
LockType m_SessionLock;
- /// Session to which recieved packets are routed
+ /// Session to which received packets are routed
WorldSession* m_Session;
- /// here are stored the fragmens of the recieved data
+ /// here are stored the fragments of the received data
WorldPacket* m_RecvWPct;
/// This block actually refers to m_RecvWPct contents,
- /// which alows easy and safe writing to it.
+ /// which allows easy and safe writing to it.
/// It wont free memory when its deleted. m_RecvWPct takes care of freeing.
ACE_Message_Block m_RecvPct;
- /// Fragment of the recieved header.
+ /// Fragment of the received header.
ACE_Message_Block m_Header;
- /// Mutex for protecting otuput related data.
+ /// Mutex for protecting output related data.
LockType m_OutBufferLock;
/// Buffer used for writing output.
@@ -221,7 +221,7 @@ class WorldSocket : protected WorldHandler
size_t m_OutBufferSize;
/// Here are stored packets for which there was no space on m_OutBuffer,
- /// this alows not-to kick player if its buffer is overflowed.
+ /// this allows not-to kick player if its buffer is overflowed.
PacketQueueT m_PacketQueue;
/// True if the socket is registered with the reactor for output