Codechange: use references for handling received TCP packets

This commit is contained in:
Rubidium 2024-02-03 20:28:52 +01:00 committed by rubidium42
parent 794f12dc24
commit 72a44b0df6
28 changed files with 542 additions and 544 deletions

View File

@ -90,8 +90,8 @@ SendPacketsState NetworkTCPSocketHandler::SendPackets(bool closing_down)
if (!this->IsConnected()) return SPS_CLOSED;
while (!this->packet_queue.empty()) {
Packet *p = this->packet_queue.front().get();
ssize_t res = p->TransferOut<int>(send, this->sock, 0);
Packet &p = *this->packet_queue.front();
ssize_t res = p.TransferOut<int>(send, this->sock, 0);
if (res == -1) {
NetworkError err = NetworkError::GetLast();
if (!err.WouldBlock()) {
@ -111,7 +111,7 @@ SendPacketsState NetworkTCPSocketHandler::SendPackets(bool closing_down)
}
/* Is this packet sent? */
if (p->RemainingBytesToTransfer() == 0) {
if (p.RemainingBytesToTransfer() == 0) {
/* Go to the next packet */
this->packet_queue.pop_front();
} else {
@ -136,12 +136,12 @@ std::unique_ptr<Packet> NetworkTCPSocketHandler::ReceivePacket()
this->packet_recv = std::make_unique<Packet>(this, TCP_MTU);
}
Packet *p = this->packet_recv.get();
Packet &p = *this->packet_recv.get();
/* Read packet size */
if (!p->HasPacketSizeData()) {
while (p->RemainingBytesToTransfer() != 0) {
res = p->TransferIn<int>(recv, this->sock, 0);
if (!p.HasPacketSizeData()) {
while (p.RemainingBytesToTransfer() != 0) {
res = p.TransferIn<int>(recv, this->sock, 0);
if (res == -1) {
NetworkError err = NetworkError::GetLast();
if (!err.WouldBlock()) {
@ -161,15 +161,15 @@ std::unique_ptr<Packet> NetworkTCPSocketHandler::ReceivePacket()
}
/* Parse the size in the received packet and if not valid, close the connection. */
if (!p->ParsePacketSize()) {
if (!p.ParsePacketSize()) {
this->CloseConnection();
return nullptr;
}
}
/* Read rest of packet */
while (p->RemainingBytesToTransfer() != 0) {
res = p->TransferIn<int>(recv, this->sock, 0);
while (p.RemainingBytesToTransfer() != 0) {
res = p.TransferIn<int>(recv, this->sock, 0);
if (res == -1) {
NetworkError err = NetworkError::GetLast();
if (!err.WouldBlock()) {
@ -188,7 +188,7 @@ std::unique_ptr<Packet> NetworkTCPSocketHandler::ReceivePacket()
}
}
p->PrepareToRead();
p.PrepareToRead();
return std::move(this->packet_recv);
}

View File

@ -43,9 +43,9 @@ NetworkRecvStatus NetworkAdminSocketHandler::CloseConnection(bool)
* @param p the packet to handle.
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet *p)
NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet &p)
{
PacketAdminType type = (PacketAdminType)p->Recv_uint8();
PacketAdminType type = (PacketAdminType)p.Recv_uint8();
if (this->HasClientQuit()) {
Debug(net, 0, "[tcp/admin] Received invalid packet from '{}' ({})", this->admin_name, this->admin_version);
@ -110,7 +110,7 @@ NetworkRecvStatus NetworkAdminSocketHandler::ReceivePackets()
{
std::unique_ptr<Packet> p;
while ((p = this->ReceivePacket()) != nullptr) {
NetworkRecvStatus res = this->HandlePacket(p.get());
NetworkRecvStatus res = this->HandlePacket(*p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
@ -128,40 +128,40 @@ NetworkRecvStatus NetworkAdminSocketHandler::ReceiveInvalidPacket(PacketAdminTyp
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_JOIN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_QUIT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_QUIT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENCY(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_POLL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_EXTERNAL_CHAT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_RCON); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_GAMESCRIPT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_PING(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_PING); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_JOIN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_QUIT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_QUIT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENCY(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_POLL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_RCON); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_GAMESCRIPT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_ADMIN_PING(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_ADMIN_PING); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_FULL(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_BANNED(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_ERROR(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_PROTOCOL(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_PROTOCOL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_WELCOME(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_NEWGAME(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_SHUTDOWN(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_FULL(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_BANNED(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_ERROR(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_PROTOCOL(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_PROTOCOL); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_NEWGAME(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_SHUTDOWN(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_DATE(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_DATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_JOIN(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_JOIN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_UPDATE(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_UPDATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_QUIT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_QUIT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_ERROR(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_ERROR); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_NEW(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_NEW); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_REMOVE(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_REMOVE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_ECONOMY(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_ECONOMY); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_STATS(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_STATS); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CHAT(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_RCON(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CONSOLE(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CONSOLE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CMD_NAMES(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CMD_NAMES); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CMD_LOGGING(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CMD_LOGGING); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_RCON_END(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_RCON_END); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_PONG(Packet *) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_PONG); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_DATE(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_DATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_JOIN(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_JOIN); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_UPDATE(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_UPDATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_QUIT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CLIENT_ERROR); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_NEW(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_NEW); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_INFO(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_REMOVE(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_REMOVE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_ECONOMY(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_ECONOMY); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_COMPANY_STATS(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_COMPANY_STATS); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_RCON(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CONSOLE(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CONSOLE); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CMD_NAMES(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CMD_NAMES); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_CMD_LOGGING(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_CMD_LOGGING); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_RCON_END(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_RCON_END); }
NetworkRecvStatus NetworkAdminSocketHandler::Receive_SERVER_PONG(Packet &) { return this->ReceiveInvalidPacket(ADMIN_PACKET_SERVER_PONG); }

View File

@ -125,14 +125,14 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet &p);
/**
* Notification to the server that this admin is quitting.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet &p);
/**
* Register updates to be sent at certain frequencies (as announced in the PROTOCOL packet):
@ -141,7 +141,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet &p);
/**
* Poll the server for certain updates, an invalid poll (e.g. not existent id) gets silently dropped:
@ -152,7 +152,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet &p);
/**
* Send chat as the server:
@ -163,7 +163,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet &p);
/**
* Send chat from the external source:
@ -174,7 +174,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_EXTERNAL_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_EXTERNAL_CHAT(Packet &p);
/**
* Execute a command on the servers console:
@ -182,7 +182,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet &p);
/**
* Send a JSON string to the current active GameScript.
@ -190,7 +190,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet &p);
/**
* Ping the server, requiring the server to reply with a pong packet.
@ -198,21 +198,21 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
virtual NetworkRecvStatus Receive_ADMIN_PING(Packet &p);
/**
* The server is full (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p);
/**
* The source IP address is banned (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p);
/**
* An error was caused by this admin connection (connection gets closed).
@ -220,7 +220,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p);
/**
* Inform a just joined admin about the protocol specifics:
@ -231,7 +231,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet &p);
/**
* Welcome a connected admin to the game:
@ -247,21 +247,21 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
/**
* Notification about a newgame.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p);
/**
* Notification about the server shutting down.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p);
/**
* Send the current date of the game:
@ -269,7 +269,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_DATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_DATE(Packet &p);
/**
* Notification of a new client:
@ -277,7 +277,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet &p);
/**
* Client information of a specific client:
@ -290,7 +290,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p);
/**
* Client update details on a specific client (e.g. after rename or move):
@ -300,7 +300,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet &p);
/**
* Notification about a client leaving the game.
@ -308,7 +308,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet &p);
/**
* Notification about a client error (and thus the clients disconnection).
@ -317,7 +317,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet &p);
/**
* Notification of a new company:
@ -325,7 +325,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet &p);
/**
* Company information on a specific company:
@ -339,7 +339,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet &p);
/**
* Company information of a specific company:
@ -356,7 +356,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet &p);
/**
* Notification about a removed company (e.g. due to bankruptcy).
@ -365,7 +365,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet &p);
/**
* Economy update of a specific company:
@ -383,7 +383,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet &p);
/**
* Company statistics on stations and vehicles:
@ -401,7 +401,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet &p);
/**
* Send chat from the game into the admin network:
@ -413,7 +413,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p);
/**
* Result of an rcon command:
@ -422,7 +422,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p);
/**
* Send what would be printed on the server's console also into the admin network.
@ -431,7 +431,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet &p);
/**
* Send DoCommand names to the bot upon request only.
@ -450,7 +450,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet &p);
/**
* Send incoming command packets to the admin network.
@ -470,7 +470,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet &p);
/**
* Send a ping-reply (pong) to the admin that sent us the ping packet.
@ -478,7 +478,7 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PONG(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_PONG(Packet &p);
/**
* Notify the admin connection that the rcon command has finished.
@ -486,9 +486,9 @@ protected:
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON_END(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_RCON_END(Packet &p);
NetworkRecvStatus HandlePacket(Packet *p);
NetworkRecvStatus HandlePacket(Packet &p);
public:
NetworkRecvStatus CloseConnection(bool error = true) override;

View File

@ -98,9 +98,9 @@ std::optional<std::string> ContentInfo::GetTextfile(TextfileType type) const
* @param p the packet to handle
* @return true if we should immediately handle further packets, false otherwise
*/
bool NetworkContentSocketHandler::HandlePacket(Packet *p)
bool NetworkContentSocketHandler::HandlePacket(Packet &p)
{
PacketContentType type = (PacketContentType)p->Recv_uint8();
PacketContentType type = (PacketContentType)p.Recv_uint8();
switch (this->HasClientQuit() ? PACKET_CONTENT_END : type) {
case PACKET_CONTENT_CLIENT_INFO_LIST: return this->Receive_CLIENT_INFO_LIST(p);
@ -150,7 +150,7 @@ bool NetworkContentSocketHandler::ReceivePackets()
static const int MAX_PACKETS_TO_RECEIVE = 42;
int i = MAX_PACKETS_TO_RECEIVE;
while (--i != 0 && (p = this->ReceivePacket()) != nullptr) {
bool cont = this->HandlePacket(p.get());
bool cont = this->HandlePacket(*p);
if (!cont) return true;
}
@ -169,13 +169,13 @@ bool NetworkContentSocketHandler::ReceiveInvalidPacket(PacketContentType type)
return false;
}
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_LIST(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_LIST); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_ID(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_ID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID_MD5(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID_MD5); }
bool NetworkContentSocketHandler::Receive_SERVER_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_INFO); }
bool NetworkContentSocketHandler::Receive_CLIENT_CONTENT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_CONTENT); }
bool NetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_CONTENT); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_LIST(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_LIST); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_ID(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_ID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID_MD5(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID_MD5); }
bool NetworkContentSocketHandler::Receive_SERVER_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_INFO); }
bool NetworkContentSocketHandler::Receive_CLIENT_CONTENT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_CONTENT); }
bool NetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_CONTENT); }
/**
* Helper to get the subdirectory a #ContentInfo is located in.

View File

@ -34,7 +34,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_INFO_LIST(Packet *p);
virtual bool Receive_CLIENT_INFO_LIST(Packet &p);
/**
* Client requesting a list of content info:
@ -43,7 +43,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_INFO_ID(Packet *p);
virtual bool Receive_CLIENT_INFO_ID(Packet &p);
/**
* Client requesting a list of content info based on an external
@ -57,7 +57,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_INFO_EXTID(Packet *p);
virtual bool Receive_CLIENT_INFO_EXTID(Packet &p);
/**
* Client requesting a list of content info based on an external
@ -72,7 +72,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_INFO_EXTID_MD5(Packet *p);
virtual bool Receive_CLIENT_INFO_EXTID_MD5(Packet &p);
/**
* Server sending list of content info:
@ -90,7 +90,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERVER_INFO(Packet *p);
virtual bool Receive_SERVER_INFO(Packet &p);
/**
* Client requesting the actual content:
@ -99,7 +99,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_CONTENT(Packet *p);
virtual bool Receive_CLIENT_CONTENT(Packet &p);
/**
* Server sending list of content info:
@ -111,9 +111,9 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERVER_CONTENT(Packet *p);
virtual bool Receive_SERVER_CONTENT(Packet &p);
bool HandlePacket(Packet *p);
bool HandlePacket(Packet &p);
public:
/**
* Create a new cs socket handler for a given cs

View File

@ -22,9 +22,9 @@
* @param p The packet to handle.
* @return True iff we should immediately handle further packets.
*/
bool NetworkCoordinatorSocketHandler::HandlePacket(Packet *p)
bool NetworkCoordinatorSocketHandler::HandlePacket(Packet &p)
{
PacketCoordinatorType type = (PacketCoordinatorType)p->Recv_uint8();
PacketCoordinatorType type = (PacketCoordinatorType)p.Recv_uint8();
switch (type) {
case PACKET_COORDINATOR_GC_ERROR: return this->Receive_GC_ERROR(p);
@ -68,7 +68,7 @@ bool NetworkCoordinatorSocketHandler::ReceivePackets()
static const int MAX_PACKETS_TO_RECEIVE = 42;
int i = MAX_PACKETS_TO_RECEIVE;
while (--i != 0 && (p = this->ReceivePacket()) != nullptr) {
bool cont = this->HandlePacket(p.get());
bool cont = this->HandlePacket(*p);
if (!cont) return true;
}
@ -86,20 +86,20 @@ bool NetworkCoordinatorSocketHandler::ReceiveInvalidPacket(PacketCoordinatorType
return false;
}
bool NetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_ERROR); }
bool NetworkCoordinatorSocketHandler::Receive_SERVER_REGISTER(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_REGISTER); }
bool NetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_REGISTER_ACK); }
bool NetworkCoordinatorSocketHandler::Receive_SERVER_UPDATE(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_UPDATE); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_LISTING(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_LISTING); }
bool NetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_LISTING); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECT(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECTING); }
bool NetworkCoordinatorSocketHandler::Receive_SERCLI_CONNECT_FAILED(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED); }
bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECT_FAILED); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECTED(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECTED); }
bool NetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_DIRECT_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_REQUEST); }
bool NetworkCoordinatorSocketHandler::Receive_SERCLI_STUN_RESULT(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_STUN_RESULT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_NEWGRF_LOOKUP); }
bool NetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet *) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_TURN_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_ERROR); }
bool NetworkCoordinatorSocketHandler::Receive_SERVER_REGISTER(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_REGISTER); }
bool NetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_REGISTER_ACK); }
bool NetworkCoordinatorSocketHandler::Receive_SERVER_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_UPDATE); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_LISTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_LISTING); }
bool NetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_LISTING); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECTING); }
bool NetworkCoordinatorSocketHandler::Receive_SERCLI_CONNECT_FAILED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED); }
bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECT_FAILED); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECTED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECTED); }
bool NetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_DIRECT_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_REQUEST); }
bool NetworkCoordinatorSocketHandler::Receive_SERCLI_STUN_RESULT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_STUN_RESULT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_CONNECT); }
bool NetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_NEWGRF_LOOKUP); }
bool NetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_TURN_CONNECT); }

View File

@ -83,7 +83,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_ERROR(Packet *p);
virtual bool Receive_GC_ERROR(Packet &p);
/**
* Server is starting a multiplayer game and wants to let the
@ -98,7 +98,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERVER_REGISTER(Packet *p);
virtual bool Receive_SERVER_REGISTER(Packet &p);
/**
* Game Coordinator acknowledges the registration.
@ -110,7 +110,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_REGISTER_ACK(Packet *p);
virtual bool Receive_GC_REGISTER_ACK(Packet &p);
/**
* Send an update of the current state of the server to the Game Coordinator.
@ -121,7 +121,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERVER_UPDATE(Packet *p);
virtual bool Receive_SERVER_UPDATE(Packet &p);
/**
* Client requests a list of all public servers.
@ -134,7 +134,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_LISTING(Packet *p);
virtual bool Receive_CLIENT_LISTING(Packet &p);
/**
* Game Coordinator replies with a list of all public servers. Multiple
@ -149,7 +149,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_LISTING(Packet *p);
virtual bool Receive_GC_LISTING(Packet &p);
/**
* Client wants to connect to a Server.
@ -160,7 +160,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_CONNECT(Packet *p);
virtual bool Receive_CLIENT_CONNECT(Packet &p);
/**
* Game Coordinator informs the Client under what token it will start the
@ -172,7 +172,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_CONNECTING(Packet *p);
virtual bool Receive_GC_CONNECTING(Packet &p);
/**
* Client or Server failed to connect to the remote side.
@ -184,7 +184,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERCLI_CONNECT_FAILED(Packet *p);
virtual bool Receive_SERCLI_CONNECT_FAILED(Packet &p);
/**
* Game Coordinator informs the Client that it failed to find a way to
@ -196,7 +196,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_CONNECT_FAILED(Packet *p);
virtual bool Receive_GC_CONNECT_FAILED(Packet &p);
/**
* Client informs the Game Coordinator the connection with the Server is
@ -208,7 +208,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_CONNECTED(Packet *p);
virtual bool Receive_CLIENT_CONNECTED(Packet &p);
/**
* Game Coordinator requests that the Client makes a direct connection to
@ -222,7 +222,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_DIRECT_CONNECT(Packet *p);
virtual bool Receive_GC_DIRECT_CONNECT(Packet &p);
/**
* Game Coordinator requests the client/server to do a STUN request to the
@ -237,7 +237,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_STUN_REQUEST(Packet *p);
virtual bool Receive_GC_STUN_REQUEST(Packet &p);
/**
* Client/server informs the Game Coordinator the result of a STUN request.
@ -250,7 +250,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERCLI_STUN_RESULT(Packet *p);
virtual bool Receive_SERCLI_STUN_RESULT(Packet &p);
/**
* Game Coordinator informs the client/server of its STUN peer (the host:ip
@ -266,7 +266,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_STUN_CONNECT(Packet *p);
virtual bool Receive_GC_STUN_CONNECT(Packet &p);
/**
* Game Coordinator informs the client of updates for the NewGRFs lookup table
@ -289,7 +289,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_NEWGRF_LOOKUP(Packet *p);
virtual bool Receive_GC_NEWGRF_LOOKUP(Packet &p);
/**
* Game Coordinator requests that we make a connection to the indicated
@ -303,9 +303,9 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_TURN_CONNECT(Packet *p);
virtual bool Receive_GC_TURN_CONNECT(Packet &p);
bool HandlePacket(Packet *p);
bool HandlePacket(Packet &p);
public:
/**
* Create a new cs socket handler for a given cs.

View File

@ -61,9 +61,9 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool)
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
PacketGameType type = (PacketGameType)p.Recv_uint8();
if (this->HasClientQuit()) {
Debug(net, 0, "[tcp/game] Received invalid packet from client {}", this->client_id);
@ -137,7 +137,7 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
{
std::unique_ptr<Packet> p;
while ((p = this->ReceivePacket()) != nullptr) {
NetworkRecvStatus res = HandlePacket(p.get());
NetworkRecvStatus res = HandlePacket(*p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
@ -155,50 +155,50 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
void NetworkGameSocketHandler::DeferDeletion()
{

View File

@ -164,13 +164,13 @@ protected:
* Notification that the server is full.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p);
/**
* Notification that the client trying to join is banned.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p);
/**
* Try to join the server:
@ -180,27 +180,27 @@ protected:
* uint8_t ID of the clients Language.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p);
/**
* The client made an error:
* uint8_t Error code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p);
/**
* Request game information.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p);
/**
* Sends information about the game.
* Serialized NetworkGameInfo. See game_info.h for details.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p);
/**
* Send information about a client:
@ -209,13 +209,13 @@ protected:
* string Name of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p);
/**
* Indication to the client that the server needs a game password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet &p);
/**
* Indication to the client that the server needs a company password:
@ -223,7 +223,7 @@ protected:
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p);
/**
* Send a password to the server to authorize:
@ -231,7 +231,7 @@ protected:
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet &p);
/**
* Send a password to the server to authorize
@ -239,7 +239,7 @@ protected:
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p);
/**
* The client is joined and ready to receive their map:
@ -248,61 +248,61 @@ protected:
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
/**
* Request the map from the server.
* uint32_t NewGRF version (release versions of OpenTTD only).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p);
/**
* Notification that another client is currently receiving the map:
* uint8_t Number of clients waiting in front of you.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p);
/**
* Sends that the server will begin with sending the map to the client:
* uint32_t Current frame.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p);
/**
* Sends the size of the map to the client.
* uint32_t Size of the (compressed) map (in bytes).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p);
/**
* Sends the data of the map to the client:
* Contains a part of the map (until max size of packet).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p);
/**
* Sends that all data of the map are sent to the client:
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p);
/**
* Tell the server that we are done receiving/loading the map.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p);
/**
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
* uint32_t ID of the client that just joined the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p);
/**
* Sends the current frame counter to the client:
@ -313,7 +313,7 @@ protected:
* uint8_t Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p);
/**
* Sends a sync-check to the client:
@ -322,7 +322,7 @@ protected:
* uint32_t General seed 2 (dependent on compile settings, not default).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p);
/**
* Tell the server we are done with this frame:
@ -330,7 +330,7 @@ protected:
* uint8_t The random token that the server sent in the PACKET_SERVER_FRAME packet.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p);
/**
* Send a DoCommand to the Server:
@ -341,7 +341,7 @@ protected:
* uint8_t ID of the callback.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p);
/**
* Sends a DoCommand to the client:
@ -353,7 +353,7 @@ protected:
* uint32_t Frame of execution.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p);
/**
* Sends a chat-packet to the server:
@ -364,7 +364,7 @@ protected:
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p);
/**
* Sends a chat-packet to the client:
@ -374,7 +374,7 @@ protected:
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p);
/**
* Sends a chat-packet for external source to the client:
@ -384,41 +384,41 @@ protected:
* string Message (max NETWORK_CHAT_LENGTH).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p);
/**
* Set the password for the clients current company:
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p);
/**
* Gives the client a new name:
* string New name of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p);
/**
* The client is quitting the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p);
/**
* The client made an error and is quitting the game.
* uint8_t Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p);
/**
* Notification that a client left the game:
* uint32_t ID of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p);
/**
* Inform all clients that one client made an error and thus has quit/been disconnected:
@ -426,19 +426,19 @@ protected:
* uint8_t Code of the error caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p);
/**
* Let the clients know that the server is closing.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p);
/**
* Let the clients know that the server is loading a new map.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p);
/**
* Send the result of an issues RCon command back to the client:
@ -446,7 +446,7 @@ protected:
* string Output of the RCon command
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p);
/**
* Send an RCon command to the server:
@ -454,7 +454,7 @@ protected:
* string Command to be executed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p);
/**
* Sends information about all used GRFs to the client:
@ -463,13 +463,13 @@ protected:
* 16 * uint8_t MD5 checksum of the GRF
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p);
/**
* Tell the server that we have the required GRFs
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p);
/**
* Move a client from one company into another:
@ -477,7 +477,7 @@ protected:
* uint8_t ID of the new company.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p);
/**
* Request the server to move this client into another company:
@ -485,14 +485,14 @@ protected:
* string Password, if the company is password protected.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
/**
* Update the clients knowledge of which company is password protected:
* uint16_t Bitwise representation of each company
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet &p);
/**
* Update the clients knowledge of the max settings:
@ -500,9 +500,9 @@ protected:
* uint8_t Maximum number of spectators allowed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p);
NetworkRecvStatus HandlePacket(Packet *p);
NetworkRecvStatus HandlePacket(Packet &p);
NetworkGameSocketHandler(SOCKET s);
public:
@ -542,8 +542,8 @@ public:
NetworkRecvStatus ReceivePackets();
const char *ReceiveCommand(Packet *p, CommandPacket *cp);
void SendCommand(Packet *p, const CommandPacket *cp);
const char *ReceiveCommand(Packet &p, CommandPacket *cp);
void SendCommand(Packet &p, const CommandPacket *cp);
bool IsPendingDeletion() const { return this->is_pending_deletion; }

View File

@ -26,4 +26,4 @@ bool NetworkStunSocketHandler::ReceiveInvalidPacket(PacketStunType type)
return false;
}
bool NetworkStunSocketHandler::Receive_SERCLI_STUN(Packet *) { return this->ReceiveInvalidPacket(PACKET_STUN_SERCLI_STUN); }
bool NetworkStunSocketHandler::Receive_SERCLI_STUN(Packet &) { return this->ReceiveInvalidPacket(PACKET_STUN_SERCLI_STUN); }

View File

@ -39,7 +39,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERCLI_STUN(Packet *p);
virtual bool Receive_SERCLI_STUN(Packet &p);
public:
/**

View File

@ -22,9 +22,9 @@
* @param p the packet to handle
* @return true if we should immediately handle further packets, false otherwise
*/
bool NetworkTurnSocketHandler::HandlePacket(Packet *p)
bool NetworkTurnSocketHandler::HandlePacket(Packet &p)
{
PacketTurnType type = (PacketTurnType)p->Recv_uint8();
PacketTurnType type = (PacketTurnType)p.Recv_uint8();
switch (type) {
case PACKET_TURN_TURN_ERROR: return this->Receive_TURN_ERROR(p);
@ -47,7 +47,7 @@ bool NetworkTurnSocketHandler::ReceivePackets()
static const int MAX_PACKETS_TO_RECEIVE = 4;
int i = MAX_PACKETS_TO_RECEIVE;
while (--i != 0 && (p = this->ReceivePacket()) != nullptr) {
bool cont = this->HandlePacket(p.get());
bool cont = this->HandlePacket(*p);
if (!cont) return true;
}
@ -65,6 +65,6 @@ bool NetworkTurnSocketHandler::ReceiveInvalidPacket(PacketTurnType type)
return false;
}
bool NetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_TURN_TURN_ERROR); }
bool NetworkTurnSocketHandler::Receive_SERCLI_CONNECT(Packet *) { return this->ReceiveInvalidPacket(PACKET_TURN_SERCLI_CONNECT); }
bool NetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *) { return this->ReceiveInvalidPacket(PACKET_TURN_TURN_CONNECTED); }
bool NetworkTurnSocketHandler::Receive_TURN_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_TURN_TURN_ERROR); }
bool NetworkTurnSocketHandler::Receive_SERCLI_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_TURN_SERCLI_CONNECT); }
bool NetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet &) { return this->ReceiveInvalidPacket(PACKET_TURN_TURN_CONNECTED); }

View File

@ -38,7 +38,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_TURN_ERROR(Packet *p);
virtual bool Receive_TURN_ERROR(Packet &p);
/**
* Client or servers wants to connect to the TURN server (on request by
@ -50,7 +50,7 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_SERCLI_CONNECT(Packet *p);
virtual bool Receive_SERCLI_CONNECT(Packet &p);
/**
* TURN server has connected client and server together and will now relay
@ -62,9 +62,9 @@ protected:
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_TURN_CONNECTED(Packet *p);
virtual bool Receive_TURN_CONNECTED(Packet &p);
bool HandlePacket(Packet *p);
bool HandlePacket(Packet &p);
public:
/**
* Create a new cs socket handler for a given cs.

View File

@ -489,11 +489,11 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendRcon(uint16_t colour, con
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
Debug(net, 3, "[admin] Rcon command from '{}' ({}): {}", this->admin_name, this->admin_version, command);
@ -503,11 +503,11 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet *p)
return this->SendRconEnd(command);
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
std::string json = p->Recv_string(NETWORK_GAMESCRIPT_JSON_LENGTH);
std::string json = p.Recv_string(NETWORK_GAMESCRIPT_JSON_LENGTH);
Debug(net, 6, "[admin] GameScript JSON from '{}' ({}): {}", this->admin_name, this->admin_version, json);
@ -515,11 +515,11 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Pack
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_PING(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_PING(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
uint32_t d1 = p->Recv_uint32();
uint32_t d1 = p.Recv_uint32();
Debug(net, 6, "[admin] Ping from '{}' ({}): {}", this->admin_name, this->admin_version, d1);
@ -627,11 +627,11 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdLogging(ClientID clien
* Receiving functions
************/
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet &p)
{
if (this->status != ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
if (_settings_client.network.admin_password.empty() ||
_settings_client.network.admin_password.compare(password) != 0) {
@ -639,8 +639,8 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet *p)
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
this->admin_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
this->admin_version = p->Recv_string(NETWORK_REVISION_LENGTH);
this->admin_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
this->admin_version = p.Recv_string(NETWORK_REVISION_LENGTH);
if (this->admin_name.empty() || this->admin_version.empty()) {
/* no name or version supplied */
@ -654,18 +654,18 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet *p)
return this->SendProtocol();
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_QUIT(Packet *)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_QUIT(Packet &)
{
/* The admin is leaving nothing else to do */
return this->CloseConnection();
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENCY(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENCY(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
AdminUpdateType type = (AdminUpdateType)p->Recv_uint16();
AdminUpdateFrequency freq = (AdminUpdateFrequency)p->Recv_uint16();
AdminUpdateType type = (AdminUpdateType)p.Recv_uint16();
AdminUpdateFrequency freq = (AdminUpdateFrequency)p.Recv_uint16();
if (type >= ADMIN_UPDATE_END || (_admin_update_type_frequencies[type] & freq) != freq) {
/* The server does not know of this UpdateType. */
@ -680,12 +680,12 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENC
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
AdminUpdateType type = (AdminUpdateType)p->Recv_uint8();
uint32_t d1 = p->Recv_uint32();
AdminUpdateType type = (AdminUpdateType)p.Recv_uint8();
uint32_t d1 = p.Recv_uint32();
switch (type) {
case ADMIN_UPDATE_DATE:
@ -746,15 +746,15 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
NetworkAction action = (NetworkAction)p.Recv_uint8();
DestType desttype = (DestType)p.Recv_uint8();
int dest = p.Recv_uint32();
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
switch (action) {
case NETWORK_ACTION_CHAT:
@ -772,14 +772,14 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_EXTERNAL_CHAT(Packet *p)
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_EXTERNAL_CHAT(Packet &p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p->Recv_uint16();
std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p.Recv_uint16();
std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
if (!IsValidConsoleColour(colour)) {
Debug(net, 1, "[admin] Not supported chat colour {} ({}, {}, {}) from '{}' ({}).", (uint16_t)colour, source, user, msg, this->admin_name, this->admin_version);

View File

@ -24,15 +24,15 @@ 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:
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_EXTERNAL_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 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_EXTERNAL_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_t d1);

View File

@ -81,19 +81,19 @@ struct PacketReader : LoadFilter {
* Add a packet to this buffer.
* @param p The packet to add.
*/
void AddPacket(Packet *p)
void AddPacket(Packet &p)
{
assert(this->read_bytes == 0);
p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
/* Did everything fit in the current chunk, then we're done. */
if (p->RemainingBytesToTransfer() == 0) return;
if (p.RemainingBytesToTransfer() == 0) return;
/* Allocate a new chunk and add the remaining data. */
this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
this->bufe = this->buf + CHUNK;
p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
}
size_t Read(byte *rbuf, size_t size) override
@ -440,7 +440,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
Debug(net, 9, "Client::SendCommand(): cmd={}", cp->cmd);
auto p = std::make_unique<Packet>(PACKET_CLIENT_COMMAND);
my_client->NetworkGameSocketHandler::SendCommand(p.get(), cp);
my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
@ -562,12 +562,11 @@ bool ClientNetworkGameSocketHandler::IsConnected()
/***********
* Receiving functions
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<struct LoadFilter> lf);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
{
Debug(net, 9, "Client::Receive_SERVER_FULL()");
@ -577,7 +576,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
return NETWORK_RECV_STATUS_SERVER_FULL;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
{
Debug(net, 9, "Client::Receive_SERVER_BANNED()");
@ -590,15 +589,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &p)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID playas = (CompanyID)p->Recv_uint8();
ClientID client_id = (ClientID)p.Recv_uint32();
CompanyID playas = (CompanyID)p.Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@ -648,7 +647,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
{
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
@ -675,15 +674,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
NetworkErrorCode error = (NetworkErrorCode)p.Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
SetDParamStr(0, p->Recv_string(NETWORK_CHAT_LENGTH));
if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
SetDParamStr(0, p.Recv_string(NETWORK_CHAT_LENGTH));
ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
} else {
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
@ -695,11 +694,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &p)
{
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
uint grf_count = p->Recv_uint8();
uint grf_count = p.Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
@ -707,7 +706,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
DeserializeGRFIdentifier(*p, c);
DeserializeGRFIdentifier(p, c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
@ -728,7 +727,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
return ret;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet &)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTH_GAME");
@ -745,7 +744,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTH_COMPANY");
@ -753,8 +752,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
Debug(net, 9, "Client::Receive_SERVER_NEED_COMPANY_PASSWORD()");
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
_password_game_seed = p.Recv_uint32();
_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (!_network_join.company_password.empty()) {
@ -766,25 +765,25 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = AUTHORIZED");
this->status = STATUS_AUTHORIZED;
_network_own_client_id = (ClientID)p->Recv_uint32();
_network_own_client_id = (ClientID)p.Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
_password_game_seed = p.Recv_uint32();
_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
/* Start receiving the map */
return SendGetMap();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &p)
{
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -794,13 +793,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
/* But... only now we set the join status to waiting, instead of requesting. */
Debug(net, 9, "Client::join_status = WAITING");
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
_network_join_waiting = p.Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::status = MAP");
@ -810,7 +809,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
this->savegame = std::make_shared<PacketReader>();
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
_frame_counter = _frame_counter_server = _frame_counter_max = p.Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
@ -824,12 +823,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_bytes_total = p->Recv_uint32();
_network_join_bytes_total = p.Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Debug(net, 9, "Client::Receive_SERVER_MAP_SIZE(): bytes_total={}", _network_join_bytes_total);
@ -837,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -851,7 +850,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -907,29 +906,29 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_frame_counter_server = p->Recv_uint32();
_frame_counter_max = p->Recv_uint32();
_frame_counter_server = p.Recv_uint32();
_frame_counter_max = p.Recv_uint32();
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Test if the server supports this option
* and if we are at the frame the server is */
#ifdef NETWORK_SEND_DOUBLE_SEED
if (p->CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
if (p.CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
#else
if (p->CanReadFromPacket(sizeof(uint32_t))) {
if (p.CanReadFromPacket(sizeof(uint32_t))) {
#endif
_sync_frame = _frame_counter_server;
_sync_seed_1 = p->Recv_uint32();
_sync_seed_1 = p.Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
_sync_seed_2 = p.Recv_uint32();
#endif
}
#endif
/* Receive the token. */
if (p->CanReadFromPacket(sizeof(uint8_t))) this->token = p->Recv_uint8();
if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
/* Let the server know that we received this frame correctly
* We do this only once per day, to save some bandwidth ;) */
@ -942,14 +941,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_sync_frame = p->Recv_uint32();
_sync_seed_1 = p->Recv_uint32();
_sync_frame = p.Recv_uint32();
_sync_seed_1 = p.Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
_sync_seed_2 = p.Recv_uint32();
#endif
Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
@ -957,14 +956,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
cp.frame = p.Recv_uint32();
cp.my_cmd = p.Recv_bool();
Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
@ -978,18 +977,18 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string name;
const NetworkClientInfo *ci = nullptr, *ci_to;
NetworkAction action = (NetworkAction)p->Recv_uint8();
ClientID client_id = (ClientID)p->Recv_uint32();
bool self_send = p->Recv_bool();
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
NetworkAction action = (NetworkAction)p.Recv_uint8();
ClientID client_id = (ClientID)p.Recv_uint32();
bool self_send = p.Recv_bool();
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p.Recv_uint64();
Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
@ -1029,14 +1028,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p->Recv_uint16();
std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p.Recv_uint16();
std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
@ -1047,17 +1046,17 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(P
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
ClientID client_id = (ClientID)p.Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p.Recv_uint8()));
delete ci;
}
@ -1066,11 +1065,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
ClientID client_id = (ClientID)p.Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
@ -1088,11 +1087,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
ClientID client_id = (ClientID)p.Recv_uint32();
Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
@ -1106,7 +1105,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &)
{
Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
@ -1121,7 +1120,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &)
{
Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
@ -1140,29 +1139,29 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
Debug(net, 9, "Client::Receive_SERVER_RCON()");
TextColour colour_code = (TextColour)p->Recv_uint16();
TextColour colour_code = (TextColour)p.Recv_uint16();
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string rcon_out = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
std::string rcon_out = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
IConsolePrint(colour_code, rcon_out);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID company_id = (CompanyID)p->Recv_uint8();
ClientID client_id = (ClientID)p.Recv_uint32();
CompanyID company_id = (CompanyID)p.Recv_uint8();
Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
@ -1186,12 +1185,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_server_max_companies = p->Recv_uint8();
_network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
_network_server_max_companies = p.Recv_uint8();
_network_server_name = p.Recv_string(NETWORK_NAME_LENGTH);
SetWindowClassesDirty(WC_CLIENT_LIST);
Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
@ -1199,12 +1198,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(P
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
_network_company_passworded = p->Recv_uint16();
_network_company_passworded = p.Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
Debug(net, 9, "Client::Receive_SERVER_COMPANY_UPDATE()");

View File

@ -40,33 +40,33 @@ protected:
friend void NetworkClose(bool close_admins);
static ClientNetworkGameSocketHandler *my_client; ///< This is us!
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(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_EXTERNAL_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;
NetworkRecvStatus Receive_SERVER_FULL(Packet &p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet &p) override;
NetworkRecvStatus Receive_SERVER_ERROR(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_EXTERNAL_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();

View File

@ -424,16 +424,16 @@ void NetworkDistributeCommands()
* @param cp the struct to write the data to.
* @return an error message. When nullptr there has been no error.
*/
const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
const char *NetworkGameSocketHandler::ReceiveCommand(Packet &p, CommandPacket *cp)
{
cp->company = (CompanyID)p->Recv_uint8();
cp->cmd = static_cast<Commands>(p->Recv_uint16());
cp->company = (CompanyID)p.Recv_uint8();
cp->cmd = static_cast<Commands>(p.Recv_uint16());
if (!IsValidCommand(cp->cmd)) return "invalid command";
if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command";
cp->err_msg = p->Recv_uint16();
cp->data = _cmd_dispatch[cp->cmd].Sanitize(p->Recv_buffer());
cp->err_msg = p.Recv_uint16();
cp->data = _cmd_dispatch[cp->cmd].Sanitize(p.Recv_buffer());
byte callback = p->Recv_uint8();
byte callback = p.Recv_uint8();
if (callback >= _callback_table.size() || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) return "invalid callback";
cp->callback = _callback_table[callback];
@ -445,19 +445,19 @@ const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *c
* @param p the packet to send it in.
* @param cp the packet to actually send.
*/
void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
void NetworkGameSocketHandler::SendCommand(Packet &p, const CommandPacket *cp)
{
p->Send_uint8(cp->company);
p->Send_uint16(cp->cmd);
p->Send_uint16(cp->err_msg);
p->Send_buffer(cp->data);
p.Send_uint8(cp->company);
p.Send_uint16(cp->cmd);
p.Send_uint16(cp->err_msg);
p.Send_buffer(cp->data);
size_t callback = FindCallbackIndex(cp->callback);
if (callback > UINT8_MAX || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) {
Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp->cmd);
callback = 0; // _callback_table[0] == nullptr
}
p->Send_uint8 ((uint8_t)callback);
p.Send_uint8 ((uint8_t)callback);
}
/** Helper to process a single ClientID argument. */

View File

@ -49,34 +49,34 @@ static bool HasGRFConfig(const ContentInfo *ci, bool md5sum)
*/
typedef bool (*HasProc)(const ContentInfo *ci, bool md5sum);
bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p)
bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet &p)
{
ContentInfo *ci = new ContentInfo();
ci->type = (ContentType)p->Recv_uint8();
ci->id = (ContentID)p->Recv_uint32();
ci->filesize = p->Recv_uint32();
ci->type = (ContentType)p.Recv_uint8();
ci->id = (ContentID)p.Recv_uint32();
ci->filesize = p.Recv_uint32();
ci->name = p->Recv_string(NETWORK_CONTENT_NAME_LENGTH);
ci->version = p->Recv_string(NETWORK_CONTENT_VERSION_LENGTH);
ci->url = p->Recv_string(NETWORK_CONTENT_URL_LENGTH);
ci->description = p->Recv_string(NETWORK_CONTENT_DESC_LENGTH, SVS_REPLACE_WITH_QUESTION_MARK | SVS_ALLOW_NEWLINE);
ci->name = p.Recv_string(NETWORK_CONTENT_NAME_LENGTH);
ci->version = p.Recv_string(NETWORK_CONTENT_VERSION_LENGTH);
ci->url = p.Recv_string(NETWORK_CONTENT_URL_LENGTH);
ci->description = p.Recv_string(NETWORK_CONTENT_DESC_LENGTH, SVS_REPLACE_WITH_QUESTION_MARK | SVS_ALLOW_NEWLINE);
ci->unique_id = p->Recv_uint32();
ci->unique_id = p.Recv_uint32();
for (size_t j = 0; j < ci->md5sum.size(); j++) {
ci->md5sum[j] = p->Recv_uint8();
ci->md5sum[j] = p.Recv_uint8();
}
uint dependency_count = p->Recv_uint8();
uint dependency_count = p.Recv_uint8();
ci->dependencies.reserve(dependency_count);
for (uint i = 0; i < dependency_count; i++) {
ContentID dependency_cid = (ContentID)p->Recv_uint32();
ContentID dependency_cid = (ContentID)p.Recv_uint32();
ci->dependencies.push_back(dependency_cid);
this->reverse_dependency_map.insert({ dependency_cid, ci->id });
}
uint tag_count = p->Recv_uint8();
uint tag_count = p.Recv_uint8();
ci->tags.reserve(tag_count);
for (uint i = 0; i < tag_count; i++) ci->tags.push_back(p->Recv_string(NETWORK_CONTENT_TAG_LENGTH));
for (uint i = 0; i < tag_count; i++) ci->tags.push_back(p.Recv_string(NETWORK_CONTENT_TAG_LENGTH));
if (!ci->IsValid()) {
delete ci;
@ -477,16 +477,16 @@ static inline ssize_t TransferOutFWrite(FILE *file, const char *buffer, size_t a
return fwrite(buffer, 1, amount, file);
}
bool ClientNetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *p)
bool ClientNetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet &p)
{
if (this->curFile == nullptr) {
delete this->curInfo;
/* When we haven't opened a file this must be our first packet with metadata. */
this->curInfo = new ContentInfo;
this->curInfo->type = (ContentType)p->Recv_uint8();
this->curInfo->id = (ContentID)p->Recv_uint32();
this->curInfo->filesize = p->Recv_uint32();
this->curInfo->filename = p->Recv_string(NETWORK_CONTENT_FILENAME_LENGTH);
this->curInfo->type = (ContentType)p.Recv_uint8();
this->curInfo->id = (ContentID)p.Recv_uint32();
this->curInfo->filesize = p.Recv_uint32();
this->curInfo->filename = p.Recv_string(NETWORK_CONTENT_FILENAME_LENGTH);
if (!this->BeforeDownload()) {
this->CloseConnection();
@ -494,8 +494,8 @@ bool ClientNetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *p)
}
} else {
/* We have a file opened, thus are downloading internal content */
size_t toRead = p->RemainingBytesToTransfer();
if (toRead != 0 && (size_t)p->TransferOut(TransferOutFWrite, this->curFile) != toRead) {
size_t toRead = p.RemainingBytesToTransfer();
if (toRead != 0 && (size_t)p.TransferOut(TransferOutFWrite, this->curFile) != toRead) {
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD);
ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD, STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE, WL_ERROR);
this->CloseConnection();

View File

@ -82,8 +82,8 @@ protected:
friend class NetworkContentConnecter;
bool Receive_SERVER_INFO(Packet *p) override;
bool Receive_SERVER_CONTENT(Packet *p) override;
bool Receive_SERVER_INFO(Packet &p) override;
bool Receive_SERVER_CONTENT(Packet &p) override;
ContentInfo *GetContent(ContentID cid) const;
void DownloadContentInfo(ContentID cid);

View File

@ -124,10 +124,10 @@ public:
}
};
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet &p)
{
NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p->Recv_uint8();
std::string detail = p->Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p.Recv_uint8();
std::string detail = p.Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
switch (error) {
case NETWORK_COORDINATOR_ERROR_UNKNOWN:
@ -174,14 +174,14 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
}
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &p)
{
/* Schedule sending an update. */
this->next_update = std::chrono::steady_clock::now();
_settings_client.network.server_invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
_settings_client.network.server_invite_code_secret = p->Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
_network_server_connection_type = (ConnectionType)p->Recv_uint8();
_settings_client.network.server_invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
_settings_client.network.server_invite_code_secret = p.Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
_network_server_connection_type = (ConnectionType)p.Recv_uint8();
if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL, WL_ERROR);
@ -230,9 +230,9 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet &p)
{
uint8_t servers = p->Recv_uint16();
uint8_t servers = p.Recv_uint16();
/* End of list; we can now remove all expired items from the list. */
if (servers == 0) {
@ -241,11 +241,11 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
}
for (; servers > 0; servers--) {
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Read the NetworkGameInfo from the packet. */
NetworkGameInfo ngi = {};
DeserializeNetworkGameInfo(*p, ngi, &this->newgrf_lookup_table);
DeserializeNetworkGameInfo(p, ngi, &this->newgrf_lookup_table);
/* Now we know the connection string, we can add it to our list. */
NetworkGameList *item = NetworkGameListAddItem(connection_string);
@ -266,10 +266,10 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
std::string invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
/* Find the connecter based on the invite code. */
auto connecter_pre_it = this->connecter_pre.find(invite_code);
@ -285,20 +285,20 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
this->CloseToken(token);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
uint16_t port = p->Recv_uint16();
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p.Recv_uint8();
std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
uint16_t port = p.Recv_uint16();
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
@ -310,22 +310,22 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
this->stun_handlers[token][AF_INET6] = ClientNetworkStunSocketHandler::Stun(token, AF_INET6);
this->stun_handlers[token][AF_INET] = ClientNetworkStunSocketHandler::Stun(token, AF_INET);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
uint8_t family = p->Recv_uint8();
std::string host = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
uint16_t port = p->Recv_uint16();
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p.Recv_uint8();
uint8_t family = p.Recv_uint8();
std::string host = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
uint16_t port = p.Recv_uint16();
/* Check if we know this token. */
auto stun_it = this->stun_handlers.find(token);
@ -353,24 +353,24 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet &p)
{
this->newgrf_lookup_table_cursor = p->Recv_uint32();
this->newgrf_lookup_table_cursor = p.Recv_uint32();
uint16_t newgrfs = p->Recv_uint16();
uint16_t newgrfs = p.Recv_uint16();
for (; newgrfs> 0; newgrfs--) {
uint32_t index = p->Recv_uint32();
DeserializeGRFIdentifierWithName(*p, this->newgrf_lookup_table[index]);
uint32_t index = p.Recv_uint32();
DeserializeGRFIdentifierWithName(p, this->newgrf_lookup_table[index]);
}
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
std::string ticket = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p.Recv_uint8();
std::string ticket = p.Recv_string(NETWORK_TOKEN_LENGTH);
std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {

View File

@ -63,16 +63,16 @@ private:
GameInfoNewGRFLookupTable newgrf_lookup_table; ///< Table to look up NewGRFs in the GC_LISTING packets.
protected:
bool Receive_GC_ERROR(Packet *p) override;
bool Receive_GC_REGISTER_ACK(Packet *p) override;
bool Receive_GC_LISTING(Packet *p) override;
bool Receive_GC_CONNECTING(Packet *p) override;
bool Receive_GC_CONNECT_FAILED(Packet *p) override;
bool Receive_GC_DIRECT_CONNECT(Packet *p) override;
bool Receive_GC_STUN_REQUEST(Packet *p) override;
bool Receive_GC_STUN_CONNECT(Packet *p) override;
bool Receive_GC_NEWGRF_LOOKUP(Packet *p) override;
bool Receive_GC_TURN_CONNECT(Packet *p) override;
bool Receive_GC_ERROR(Packet &p) override;
bool Receive_GC_REGISTER_ACK(Packet &p) override;
bool Receive_GC_LISTING(Packet &p) override;
bool Receive_GC_CONNECTING(Packet &p) override;
bool Receive_GC_CONNECT_FAILED(Packet &p) override;
bool Receive_GC_DIRECT_CONNECT(Packet &p) override;
bool Receive_GC_STUN_REQUEST(Packet &p) override;
bool Receive_GC_STUN_CONNECT(Packet &p) override;
bool Receive_GC_NEWGRF_LOOKUP(Packet &p) override;
bool Receive_GC_TURN_CONNECT(Packet &p) override;
public:
/** The idle timeout; when to close the connection because it's idle. */

View File

@ -87,7 +87,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_FULL()");
@ -100,7 +100,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_BANNED()");
@ -113,7 +113,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &p)
{
Debug(net, 9, "Query::Receive_SERVER_GAME_INFO()");
@ -122,7 +122,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(*p, item->info);
DeserializeNetworkGameInfo(p, item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
@ -134,9 +134,9 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
NetworkErrorCode error = (NetworkErrorCode)p.Recv_uint8();
Debug(net, 9, "Query::Receive_SERVER_ERROR(): error={}", error);

View File

@ -19,10 +19,10 @@ private:
std::string connection_string; ///< Address we are connected to.
protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_FULL(Packet &p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet &p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet &p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p) override;
NetworkRecvStatus SendGameInfo();

View File

@ -662,7 +662,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p.get(), cp);
this->NetworkGameSocketHandler::SendCommand(*p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
@ -836,17 +836,16 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &)
{
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
@ -858,7 +857,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
return this->SendNeedGamePassword();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -870,8 +869,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this->SendError(NETWORK_ERROR_FULL);
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p->Recv_uint32();
std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
@ -881,8 +880,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p->Recv_uint8();
std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p.Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@ -936,7 +935,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this->SendNewGRFCheck();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -944,7 +943,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check game password. Allow joining if we cleared the password meanwhile */
if (!_settings_client.network.server_password.empty() &&
@ -956,7 +955,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
return this->SendNeedCompanyPassword();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -964,7 +963,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
@ -979,7 +978,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
@ -1003,7 +1002,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
@ -1053,7 +1052,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
@ -1120,11 +1119,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
NetworkErrorCode errorno = (NetworkErrorCode)p.Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
@ -1151,7 +1150,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &)
{
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
@ -1175,14 +1174,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32_t frame = p->Recv_uint32();
uint32_t frame = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
@ -1201,7 +1200,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
}
/* Get, and validate the token. */
uint8_t token = p->Recv_uint8();
uint8_t token = p.Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
@ -1360,21 +1359,21 @@ void NetworkServerSendExternalChat(const std::string &source, TextColour colour,
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &p)
{
if (this->status < STATUS_PRE_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
NetworkAction action = (NetworkAction)p.Recv_uint8();
DestType desttype = (DestType)p.Recv_uint8();
int dest = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p.Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
@ -1390,7 +1389,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -1399,14 +1398,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa
Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -1417,7 +1416,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
NetworkClientInfo *ci;
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@ -1440,7 +1439,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -1448,8 +1447,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
if (_settings_client.network.rcon_password.compare(password) != 0) {
Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
@ -1464,11 +1463,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
CompanyID company_id = (Owner)p->Recv_uint8();
CompanyID company_id = (Owner)p.Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
@ -1478,7 +1477,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
/* we need a password from the client - should be in this packet */
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Incorrect password sent, return! */
if (_network_company_states[company_id].password.compare(password) != 0) {

View File

@ -23,22 +23,22 @@ 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:
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_GAME_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 Receive_CLIENT_JOIN(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_GAME_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 SendGameInfo();
NetworkRecvStatus SendNewGRFCheck();

View File

@ -49,7 +49,7 @@ public:
}
};
bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *)
bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet &)
{
Debug(net, 9, "Receive_TURN_ERROR()");
@ -58,11 +58,11 @@ bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *)
return false;
}
bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *p)
bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet &p)
{
Debug(net, 9, "Receive_TURN_CONNECTED()");
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
/* Act like we no longer have a socket, as we are handing it over to the
* game handler. */

View File

@ -20,8 +20,8 @@ private:
std::string connection_string; ///< The connection string of the TURN server we are connecting to.
protected:
bool Receive_TURN_ERROR(Packet *p) override;
bool Receive_TURN_CONNECTED(Packet *p) override;
bool Receive_TURN_ERROR(Packet &p) override;
bool Receive_TURN_CONNECTED(Packet &p) override;
public:
std::shared_ptr<TCPConnecter> connecter{}; ///< Connecter instance.