Common/ENetUtil: Move interface into Common namespace

Rather than just being under a separate ENetUtil namespace, we can unify
this into the common namespace as Common::ENet.
This commit is contained in:
Lioncash committed 2023-04-11 09:12:04 -04:00
1 parent af52b5a2d9
commit 64ce2012e3
4 files changed
+11 -11

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@@ -153,7 +153,7 @@ NetPlayServer::NetPlayServer(const u16 port, const bool forward_port, NetPlayUI*
if (m_server != nullptr)
{
m_server->mtu = std::min(m_server->mtu, NetPlay::MAX_ENET_MTU);
m_server->intercept = ENetUtil::InterceptCallback;
m_server->intercept = Common::ENet::InterceptCallback;
}
SetupIndex();
@@ -701,7 +701,7 @@ void NetPlayServer::SendAsync(sf::Packet&& packet, const PlayerId pid, const u8
std::lock_guard lkq(m_crit.async_queue_write);
m_async_queue.Push(AsyncQueueEntry{std::move(packet), pid, TargetMode::Only, channel_id});
}
ENetUtil::WakeupThread(m_server);
Common::ENet::WakeupThread(m_server);
}
void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_pid,
@@ -712,7 +712,7 @@ void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_
m_async_queue.Push(
AsyncQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, channel_id});
}
ENetUtil::WakeupThread(m_server);
Common::ENet::WakeupThread(m_server);
}
void NetPlayServer::SendChunked(sf::Packet&& packet, const PlayerId pid, const std::string& title)
@@ -2183,7 +2183,7 @@ void NetPlayServer::SendToClients(const sf::Packet& packet, const PlayerId skip_
void NetPlayServer::Send(ENetPeer* socket, const sf::Packet& packet, const u8 channel_id)
{
ENetUtil::SendPacket(socket, packet, channel_id);
Common::ENet::SendPacket(socket, packet, channel_id);
}
void NetPlayServer::KickPlayer(PlayerId player)