mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: use reference instead of pointer for CommandPacket
This commit is contained in:
parent
cb588d8d3f
commit
3534214dfc
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@ -530,8 +530,8 @@ public:
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NetworkRecvStatus ReceivePackets();
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const char *ReceiveCommand(Packet &p, CommandPacket *cp);
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void SendCommand(Packet &p, const CommandPacket *cp);
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const char *ReceiveCommand(Packet &p, CommandPacket &cp);
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void SendCommand(Packet &p, const CommandPacket &cp);
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bool IsPendingDeletion() const { return this->is_pending_deletion; }
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@ -608,15 +608,15 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdNames()
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* @param client_id The client executing the command.
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* @param cp The command that would be executed.
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*/
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdLogging(ClientID client_id, const CommandPacket *cp)
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdLogging(ClientID client_id, const CommandPacket &cp)
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{
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auto p = std::make_unique<Packet>(ADMIN_PACKET_SERVER_CMD_LOGGING);
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p->Send_uint32(client_id);
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p->Send_uint8 (cp->company);
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p->Send_uint16(cp->cmd);
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p->Send_buffer(cp->data);
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p->Send_uint32(cp->frame);
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p->Send_uint8 (cp.company);
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p->Send_uint16(cp.cmd);
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p->Send_buffer(cp.data);
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p->Send_uint32(cp.frame);
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this->SendPacket(std::move(p));
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@ -959,7 +959,7 @@ void NetworkAdminGameScript(const std::string_view json)
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* @param owner The owner of the CommandPacket (who sent us the CommandPacket).
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* @param cp The CommandPacket to be distributed.
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*/
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void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp)
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void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket &cp)
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{
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ClientID client_id = owner == nullptr ? _network_own_client_id : owner->client_id;
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@ -67,7 +67,7 @@ public:
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NetworkRecvStatus SendConsole(const std::string_view origin, const std::string_view command);
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NetworkRecvStatus SendGameScript(const std::string_view json);
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NetworkRecvStatus SendCmdNames();
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NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket *cp);
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NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket &cp);
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NetworkRecvStatus SendRconEnd(const std::string_view command);
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static void Send();
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@ -112,6 +112,6 @@ void NetworkAdminUpdate(AdminUpdateFrequency freq);
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void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const std::string_view string);
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void NetworkAdminConsole(const std::string_view origin, const std::string_view string);
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void NetworkAdminGameScript(const std::string_view json);
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void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp);
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void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket &cp);
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#endif /* NETWORK_ADMIN_H */
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@ -435,9 +435,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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* Send a command to the server.
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* @param cp The command to send.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
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{
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Debug(net, 9, "Client::SendCommand(): cmd={}", cp->cmd);
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Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_COMMAND);
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my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
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@ -961,7 +961,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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CommandPacket cp;
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const char *err = this->ReceiveCommand(p, &cp);
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const char *err = this->ReceiveCommand(p, cp);
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cp.frame = p.Recv_uint32();
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cp.my_cmd = p.Recv_bool();
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@ -80,7 +80,7 @@ public:
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendCommand(const CommandPacket &cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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@ -122,9 +122,9 @@ struct CallbackArgsHelper<void(*const)(Commands, const CommandCost &, Targs...)>
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/* Helpers to generate the command dispatch table from the command traits. */
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template <Commands Tcmd> static CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data);
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template <Commands Tcmd, size_t cb> static void UnpackNetworkCommand(const CommandPacket *cp);
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template <Commands Tcmd, size_t cb> static void UnpackNetworkCommand(const CommandPacket &cp);
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template <Commands Tcmd> static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id);
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using UnpackNetworkCommandProc = void (*)(const CommandPacket *);
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using UnpackNetworkCommandProc = void (*)(const CommandPacket &);
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using UnpackDispatchT = std::array<UnpackNetworkCommandProc, _callback_tuple_size>;
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struct CommandDispatch {
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CommandDataBuffer(*Sanitize)(const CommandDataBuffer &);
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@ -219,7 +219,7 @@ void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *cal
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c.frame = 0; // The client can't tell which frame, so just make it 0
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/* Clients send their command to the server and forget all about the packet */
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MyClient::SendCommand(&c);
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MyClient::SendCommand(c);
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}
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/**
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@ -265,7 +265,7 @@ void NetworkExecuteLocalCommandQueue()
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size_t cb_index = FindCallbackIndex(cp->callback);
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assert(cb_index < _callback_tuple_size);
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assert(_cmd_dispatch[cp->cmd].Unpack[cb_index] != nullptr);
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_cmd_dispatch[cp->cmd].Unpack[cb_index](&*cp);
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_cmd_dispatch[cp->cmd].Unpack[cb_index](*cp);
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}
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queue.erase(queue.begin(), cp);
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@ -337,7 +337,7 @@ static void DistributeQueue(CommandQueue &queue, const NetworkClientSocket *owne
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}
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DistributeCommandPacket(*cp, owner);
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NetworkAdminCmdLogging(owner, &*cp);
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NetworkAdminCmdLogging(owner, *cp);
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cp = queue.erase(cp);
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}
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}
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@ -360,19 +360,19 @@ void NetworkDistributeCommands()
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* @param cp the struct to write the data to.
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* @return an error message. When nullptr there has been no error.
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*/
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const char *NetworkGameSocketHandler::ReceiveCommand(Packet &p, CommandPacket *cp)
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const char *NetworkGameSocketHandler::ReceiveCommand(Packet &p, CommandPacket &cp)
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{
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cp->company = (CompanyID)p.Recv_uint8();
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cp->cmd = static_cast<Commands>(p.Recv_uint16());
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if (!IsValidCommand(cp->cmd)) return "invalid command";
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if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command";
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cp->err_msg = p.Recv_uint16();
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cp->data = _cmd_dispatch[cp->cmd].Sanitize(p.Recv_buffer());
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cp.company = (CompanyID)p.Recv_uint8();
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cp.cmd = static_cast<Commands>(p.Recv_uint16());
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if (!IsValidCommand(cp.cmd)) return "invalid command";
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if (GetCommandFlags(cp.cmd) & CMD_OFFLINE) return "single-player only command";
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cp.err_msg = p.Recv_uint16();
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cp.data = _cmd_dispatch[cp.cmd].Sanitize(p.Recv_buffer());
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byte callback = p.Recv_uint8();
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if (callback >= _callback_table.size() || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) return "invalid callback";
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if (callback >= _callback_table.size() || _cmd_dispatch[cp.cmd].Unpack[callback] == nullptr) return "invalid callback";
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cp->callback = _callback_table[callback];
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cp.callback = _callback_table[callback];
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return nullptr;
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}
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@ -381,16 +381,16 @@ const char *NetworkGameSocketHandler::ReceiveCommand(Packet &p, CommandPacket *c
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* @param p the packet to send it in.
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* @param cp the packet to actually send.
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*/
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void NetworkGameSocketHandler::SendCommand(Packet &p, const CommandPacket *cp)
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void NetworkGameSocketHandler::SendCommand(Packet &p, const CommandPacket &cp)
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{
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p.Send_uint8(cp->company);
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p.Send_uint16(cp->cmd);
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p.Send_uint16(cp->err_msg);
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p.Send_buffer(cp->data);
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p.Send_uint8(cp.company);
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p.Send_uint16(cp.cmd);
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p.Send_uint16(cp.err_msg);
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p.Send_buffer(cp.data);
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size_t callback = FindCallbackIndex(cp->callback);
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if (callback > UINT8_MAX || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) {
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Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp->cmd);
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size_t callback = FindCallbackIndex(cp.callback);
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if (callback > UINT8_MAX || _cmd_dispatch[cp.cmd].Unpack[callback] == nullptr) {
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Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp.cmd);
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callback = 0; // _callback_table[0] == nullptr
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}
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p.Send_uint8 ((uint8_t)callback);
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@ -473,8 +473,8 @@ CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data)
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* @param cp Command packet to unpack.
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*/
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template <Commands Tcmd, size_t Tcb>
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void UnpackNetworkCommand(const CommandPacket *cp)
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void UnpackNetworkCommand(const CommandPacket &cp)
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{
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auto args = EndianBufferReader::ToValue<typename CommandTraits<Tcmd>::Args>(cp->data);
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Command<Tcmd>::PostFromNet(cp->err_msg, std::get<Tcb>(_callback_tuple), cp->my_cmd, args);
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auto args = EndianBufferReader::ToValue<typename CommandTraits<Tcmd>::Args>(cp.data);
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Command<Tcmd>::PostFromNet(cp.err_msg, std::get<Tcb>(_callback_tuple), cp.my_cmd, args);
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}
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@ -656,15 +656,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
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* Send a command to the client to execute.
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* @param cp The command to send.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
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{
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Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
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Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
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auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
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this->NetworkGameSocketHandler::SendCommand(*p, cp);
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p->Send_uint32(cp->frame);
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p->Send_bool (cp->my_cmd);
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p->Send_uint32(cp.frame);
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p->Send_bool (cp.my_cmd);
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this->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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@ -1067,7 +1067,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
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Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
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CommandPacket cp;
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const char *err = this->ReceiveCommand(p, &cp);
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const char *err = this->ReceiveCommand(p, cp);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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@ -1701,7 +1701,7 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &pa
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*/
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static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
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{
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for (auto &cp : cs->outgoing_queue) cs->SendCommand(&cp);
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for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
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cs->outgoing_queue.clear();
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}
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@ -97,7 +97,7 @@ public:
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCommand(const CommandPacket &cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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