Codechange: Use override keyword in networking classes.

This commit is contained in:
peter1138 2019-03-24 16:24:06 +00:00 committed by Charles Pigott
parent b1fb3f4fb8
commit 07de9d6c3f
14 changed files with 90 additions and 90 deletions

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@ -40,7 +40,7 @@ public:
*/
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
virtual NetworkRecvStatus CloseConnection(bool error = true);
NetworkRecvStatus CloseConnection(bool error = true) override;
virtual void SendPacket(Packet *packet);
SendPacketsState SendPackets(bool closing_down = false);

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@ -481,7 +481,7 @@ protected:
NetworkRecvStatus HandlePacket(Packet *p);
public:
NetworkRecvStatus CloseConnection(bool error = true);
NetworkRecvStatus CloseConnection(bool error = true) override;
NetworkAdminSocketHandler(SOCKET s);
~NetworkAdminSocketHandler();

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@ -98,7 +98,7 @@ struct ContentInfo {
class NetworkContentSocketHandler : public NetworkTCPSocketHandler {
protected:
NetworkAddress client_addr; ///< The address we're connected to.
virtual void Close();
void Close() override;
bool ReceiveInvalidPacket(PacketContentType type);

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@ -522,7 +522,7 @@ public:
CommandQueue incoming_queue; ///< The command-queue awaiting handling
uint last_packet; ///< Time we received the last frame.
NetworkRecvStatus CloseConnection(bool error = true);
NetworkRecvStatus CloseConnection(bool error = true) override;
/**
* Close the network connection due to the given status.

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@ -60,7 +60,7 @@ public:
return this->sock != INVALID_SOCKET;
}
virtual NetworkRecvStatus CloseConnection(bool error = true);
NetworkRecvStatus CloseConnection(bool error = true) override;
NetworkHTTPSocketHandler(SOCKET sock, HTTPCallback *callback,
const char *host, const char *url, const char *data, int depth);
@ -106,13 +106,13 @@ public:
free(this->url);
}
virtual void OnFailure()
void OnFailure() override
{
this->callback->OnFailure();
free(this->data);
}
virtual void OnConnect(SOCKET s)
void OnConnect(SOCKET s) override
{
new NetworkHTTPSocketHandler(s, this->callback, this->address.GetHostname(), this->url, this->data, this->depth);
/* We've relinquished control of data now. */

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@ -52,7 +52,7 @@ protected:
/** The opened sockets. */
SocketList sockets;
NetworkRecvStatus CloseConnection(bool error = true);
NetworkRecvStatus CloseConnection(bool error = true) override;
void ReceiveInvalidPacket(PacketUDPType, NetworkAddress *client_addr);
@ -235,7 +235,7 @@ public:
virtual ~NetworkUDPSocketHandler() { this->Close(); }
bool Listen();
void Close();
void Close() override;
void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
void ReceivePackets();

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@ -576,12 +576,12 @@ class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
void OnFailure() override
{
NetworkDisconnect();
}
virtual void OnConnect(SOCKET s)
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
@ -659,12 +659,12 @@ class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
void OnFailure() override
{
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
virtual void OnConnect(SOCKET s)
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s);

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@ -26,14 +26,14 @@ extern NetworkAdminSocketPool _networkadminsocket_pool;
/** Class for handling the server side of the game connection. */
class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
protected:
virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_POLL(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_RCON(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p) override;
NetworkRecvStatus Receive_ADMIN_PING(Packet *p) override;
NetworkRecvStatus SendProtocol();
NetworkRecvStatus SendPong(uint32 d1);

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@ -42,33 +42,33 @@ protected:
friend void NetworkClose(bool close_admins);
static ClientNetworkGameSocketHandler *my_client; ///< This is us!
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override;
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override;
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override;
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override;
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override;
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override;
NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override;
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override;
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override;
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override;
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override;
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override;
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override;
static NetworkRecvStatus SendNewGRFsOk();
static NetworkRecvStatus SendGetMap();
@ -78,7 +78,7 @@ public:
ClientNetworkGameSocketHandler(SOCKET s);
~ClientNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void ClientError(NetworkRecvStatus res);
static NetworkRecvStatus SendCompanyInformationQuery();

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@ -724,13 +724,13 @@ public:
*/
NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
void OnFailure() override
{
_network_content_client.isConnecting = false;
_network_content_client.OnConnect(false);
}
virtual void OnConnect(SOCKET s)
void OnConnect(SOCKET s) override
{
assert(_network_content_client.sock == INVALID_SOCKET);
_network_content_client.isConnecting = false;

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@ -80,20 +80,20 @@ protected:
friend class NetworkContentConnecter;
virtual bool Receive_SERVER_INFO(Packet *p);
virtual bool Receive_SERVER_CONTENT(Packet *p);
bool Receive_SERVER_INFO(Packet *p) override;
bool Receive_SERVER_CONTENT(Packet *p) override;
ContentInfo *GetContent(ContentID cid);
void DownloadContentInfo(ContentID cid);
void OnConnect(bool success);
void OnDisconnect();
void OnReceiveContentInfo(const ContentInfo *ci);
void OnDownloadProgress(const ContentInfo *ci, int bytes);
void OnDownloadComplete(ContentID cid);
void OnConnect(bool success) override;
void OnDisconnect() override;
void OnReceiveContentInfo(const ContentInfo *ci) override;
void OnDownloadProgress(const ContentInfo *ci, int bytes) override;
void OnDownloadComplete(ContentID cid) override;
void OnFailure();
void OnReceiveData(const char *data, size_t length);
void OnFailure() override;
void OnReceiveData(const char *data, size_t length) override;
bool BeforeDownload();
void AfterDownload();
@ -109,7 +109,7 @@ public:
void Connect();
void SendReceive();
void Close();
void Close() override;
void RequestContentList(ContentType type);
void RequestContentList(uint count, const ContentID *content_ids);

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@ -115,7 +115,7 @@ BaseNetworkContentDownloadStatusWindow::~BaseNetworkContentDownloadStatusWindow(
_network_content_client.RemoveCallback(this);
}
/* virtual */ void BaseNetworkContentDownloadStatusWindow::DrawWidget(const Rect &r, int widget) const
void BaseNetworkContentDownloadStatusWindow::DrawWidget(const Rect &r, int widget) const
{
if (widget != WID_NCDS_BACKGROUND) return;
@ -144,7 +144,7 @@ BaseNetworkContentDownloadStatusWindow::~BaseNetworkContentDownloadStatusWindow(
DrawStringMultiLine(r.left + 2, r.right - 2, y, y + FONT_HEIGHT_NORMAL * 2, str, TC_FROMSTRING, SA_CENTER);
}
/* virtual */ void BaseNetworkContentDownloadStatusWindow::OnDownloadProgress(const ContentInfo *ci, int bytes)
void BaseNetworkContentDownloadStatusWindow::OnDownloadProgress(const ContentInfo *ci, int bytes)
{
if (ci->id != this->cur_id) {
strecpy(this->name, ci->filename, lastof(this->name));

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@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
protected:
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();
@ -79,8 +79,8 @@ public:
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
virtual Packet *ReceivePacket();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
virtual Packet *ReceivePacket() override;
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void GetClientName(char *client_name, const char *last) const;
NetworkRecvStatus SendMap();

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@ -117,8 +117,8 @@ void NetworkUDPQueryServer(NetworkAddress address, bool manually)
/** Helper class for connecting to the master server. */
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr) override;
void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr) override;
public:
/**
* Create the socket.
@ -148,9 +148,9 @@ void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, Networ
/** Helper class for handling all server side communication. */
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override;
void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) override;
void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
public:
/**
* Create the socket.
@ -324,10 +324,10 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
virtual void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr);
virtual void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr);
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override;
void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) override;
void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) override;
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};