mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: Use override keyword in networking classes.
This commit is contained in:
parent
b1fb3f4fb8
commit
07de9d6c3f
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@ -40,7 +40,7 @@ public:
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*/
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bool IsConnected() const { return this->sock != INVALID_SOCKET; }
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virtual NetworkRecvStatus CloseConnection(bool error = true);
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NetworkRecvStatus CloseConnection(bool error = true) override;
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virtual void SendPacket(Packet *packet);
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SendPacketsState SendPackets(bool closing_down = false);
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@ -481,7 +481,7 @@ protected:
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NetworkRecvStatus HandlePacket(Packet *p);
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public:
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NetworkRecvStatus CloseConnection(bool error = true);
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NetworkRecvStatus CloseConnection(bool error = true) override;
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NetworkAdminSocketHandler(SOCKET s);
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~NetworkAdminSocketHandler();
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@ -98,7 +98,7 @@ struct ContentInfo {
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class NetworkContentSocketHandler : public NetworkTCPSocketHandler {
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protected:
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NetworkAddress client_addr; ///< The address we're connected to.
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virtual void Close();
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void Close() override;
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bool ReceiveInvalidPacket(PacketContentType type);
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@ -522,7 +522,7 @@ public:
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CommandQueue incoming_queue; ///< The command-queue awaiting handling
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uint last_packet; ///< Time we received the last frame.
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NetworkRecvStatus CloseConnection(bool error = true);
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NetworkRecvStatus CloseConnection(bool error = true) override;
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/**
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* Close the network connection due to the given status.
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@ -60,7 +60,7 @@ public:
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return this->sock != INVALID_SOCKET;
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}
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virtual NetworkRecvStatus CloseConnection(bool error = true);
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NetworkRecvStatus CloseConnection(bool error = true) override;
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NetworkHTTPSocketHandler(SOCKET sock, HTTPCallback *callback,
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const char *host, const char *url, const char *data, int depth);
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@ -106,13 +106,13 @@ public:
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free(this->url);
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}
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virtual void OnFailure()
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void OnFailure() override
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{
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this->callback->OnFailure();
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free(this->data);
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}
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virtual void OnConnect(SOCKET s)
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void OnConnect(SOCKET s) override
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{
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new NetworkHTTPSocketHandler(s, this->callback, this->address.GetHostname(), this->url, this->data, this->depth);
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/* We've relinquished control of data now. */
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@ -52,7 +52,7 @@ protected:
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/** The opened sockets. */
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SocketList sockets;
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NetworkRecvStatus CloseConnection(bool error = true);
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NetworkRecvStatus CloseConnection(bool error = true) override;
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void ReceiveInvalidPacket(PacketUDPType, NetworkAddress *client_addr);
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@ -235,7 +235,7 @@ public:
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virtual ~NetworkUDPSocketHandler() { this->Close(); }
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bool Listen();
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void Close();
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void Close() override;
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void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
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void ReceivePackets();
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@ -576,12 +576,12 @@ class TCPQueryConnecter : TCPConnecter {
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public:
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TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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virtual void OnFailure()
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void OnFailure() override
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{
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NetworkDisconnect();
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}
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virtual void OnConnect(SOCKET s)
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void OnConnect(SOCKET s) override
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s);
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@ -659,12 +659,12 @@ class TCPClientConnecter : TCPConnecter {
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public:
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TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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virtual void OnFailure()
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void OnFailure() override
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{
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NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
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}
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virtual void OnConnect(SOCKET s)
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void OnConnect(SOCKET s) override
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s);
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@ -26,14 +26,14 @@ extern NetworkAdminSocketPool _networkadminsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
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protected:
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virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
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NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_POLL(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_RCON(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p) override;
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NetworkRecvStatus Receive_ADMIN_PING(Packet *p) override;
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NetworkRecvStatus SendProtocol();
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NetworkRecvStatus SendPong(uint32 d1);
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@ -42,33 +42,33 @@ protected:
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friend void NetworkClose(bool close_admins);
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static ClientNetworkGameSocketHandler *my_client; ///< This is us!
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
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NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override;
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static NetworkRecvStatus SendNewGRFsOk();
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static NetworkRecvStatus SendGetMap();
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@ -78,7 +78,7 @@ public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendCompanyInformationQuery();
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@ -724,13 +724,13 @@ public:
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*/
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NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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virtual void OnFailure()
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void OnFailure() override
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{
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_network_content_client.isConnecting = false;
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_network_content_client.OnConnect(false);
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}
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virtual void OnConnect(SOCKET s)
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void OnConnect(SOCKET s) override
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{
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assert(_network_content_client.sock == INVALID_SOCKET);
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_network_content_client.isConnecting = false;
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@ -80,20 +80,20 @@ protected:
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friend class NetworkContentConnecter;
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virtual bool Receive_SERVER_INFO(Packet *p);
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virtual bool Receive_SERVER_CONTENT(Packet *p);
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bool Receive_SERVER_INFO(Packet *p) override;
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bool Receive_SERVER_CONTENT(Packet *p) override;
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ContentInfo *GetContent(ContentID cid);
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void DownloadContentInfo(ContentID cid);
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void OnConnect(bool success);
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void OnDisconnect();
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void OnReceiveContentInfo(const ContentInfo *ci);
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void OnDownloadProgress(const ContentInfo *ci, int bytes);
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void OnDownloadComplete(ContentID cid);
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void OnConnect(bool success) override;
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void OnDisconnect() override;
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void OnReceiveContentInfo(const ContentInfo *ci) override;
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void OnDownloadProgress(const ContentInfo *ci, int bytes) override;
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void OnDownloadComplete(ContentID cid) override;
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void OnFailure();
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void OnReceiveData(const char *data, size_t length);
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void OnFailure() override;
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void OnReceiveData(const char *data, size_t length) override;
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bool BeforeDownload();
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void AfterDownload();
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@ -109,7 +109,7 @@ public:
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void Connect();
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void SendReceive();
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void Close();
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void Close() override;
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void RequestContentList(ContentType type);
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void RequestContentList(uint count, const ContentID *content_ids);
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@ -115,7 +115,7 @@ BaseNetworkContentDownloadStatusWindow::~BaseNetworkContentDownloadStatusWindow(
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_network_content_client.RemoveCallback(this);
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}
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/* virtual */ void BaseNetworkContentDownloadStatusWindow::DrawWidget(const Rect &r, int widget) const
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void BaseNetworkContentDownloadStatusWindow::DrawWidget(const Rect &r, int widget) const
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{
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if (widget != WID_NCDS_BACKGROUND) return;
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@ -144,7 +144,7 @@ BaseNetworkContentDownloadStatusWindow::~BaseNetworkContentDownloadStatusWindow(
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DrawStringMultiLine(r.left + 2, r.right - 2, y, y + FONT_HEIGHT_NORMAL * 2, str, TC_FROMSTRING, SA_CENTER);
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}
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/* virtual */ void BaseNetworkContentDownloadStatusWindow::OnDownloadProgress(const ContentInfo *ci, int bytes)
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void BaseNetworkContentDownloadStatusWindow::OnDownloadProgress(const ContentInfo *ci, int bytes)
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{
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if (ci->id != this->cur_id) {
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strecpy(this->name, ci->filename, lastof(this->name));
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@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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protected:
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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@ -79,8 +79,8 @@ public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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virtual Packet *ReceivePacket();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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virtual Packet *ReceivePacket() override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void GetClientName(char *client_name, const char *last) const;
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NetworkRecvStatus SendMap();
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@ -117,8 +117,8 @@ void NetworkUDPQueryServer(NetworkAddress address, bool manually)
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/** Helper class for connecting to the master server. */
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class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
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virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
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void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr) override;
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void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr) override;
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public:
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/**
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* Create the socket.
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@ -148,9 +148,9 @@ void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, Networ
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/** Helper class for handling all server side communication. */
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class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
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virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
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virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
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void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override;
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void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) override;
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void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
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public:
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/**
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* Create the socket.
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@ -324,10 +324,10 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
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/** Helper class for handling all client side communication. */
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class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
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virtual void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr);
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virtual void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr);
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virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
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void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override;
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void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) override;
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void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
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void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) override;
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public:
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virtual ~ClientNetworkUDPSocketHandler() {}
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};
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