ClientNew: allocate/dispose client objects with new/delete
Prepare for adding non-trivial attributes.
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@@ -50,7 +50,6 @@ client_new(struct player_control *player_control,
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int fd, const struct sockaddr *sa, size_t sa_length, int uid)
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int fd, const struct sockaddr *sa, size_t sa_length, int uid)
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{
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{
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static unsigned int next_client_num;
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static unsigned int next_client_num;
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Client *client;
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char *remote;
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char *remote;
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assert(player_control != NULL);
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assert(player_control != NULL);
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@@ -87,7 +86,7 @@ client_new(struct player_control *player_control,
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return;
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return;
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}
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}
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client = g_new0(Client, 1);
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Client *client = new Client();
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client->player_control = player_control;
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client->player_control = player_control;
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client->channel = g_io_channel_new_socket(fd);
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client->channel = g_io_channel_new_socket(fd);
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@@ -163,5 +162,5 @@ client_close(Client *client)
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g_log(G_LOG_DOMAIN, LOG_LEVEL_SECURE,
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g_log(G_LOG_DOMAIN, LOG_LEVEL_SECURE,
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"[%u] closed", client->num);
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"[%u] closed", client->num);
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g_free(client);
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delete client;
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}
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}
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