Codechange: [Network] Use std::string to send the client name and rcon commands

This commit is contained in:
rubidium42 2021-05-29 19:52:11 +02:00 committed by rubidium42
parent fd95736bac
commit 806f78aa04
3 changed files with 7 additions and 7 deletions

View File

@ -491,7 +491,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::str
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
{
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
@ -516,7 +516,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const char *command)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
{
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
@ -1258,7 +1258,7 @@ void NetworkClient_Connected()
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const std::string &password, const char *command)
void NetworkClientSendRcon(const std::string &password, const std::string &command)
{
MyClient::SendRCon(password, command);
}
@ -1355,7 +1355,7 @@ void NetworkUpdateClientName(const std::string &client_name)
/* Don't change the name if it is the same as the old name */
if (client_name.compare(ci->client_name) != 0) {
if (!_network_server) {
MyClient::SendSetName(client_name.c_str());
MyClient::SendSetName(client_name);
} else {
/* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
char temporary_name[NETWORK_CLIENT_NAME_LENGTH];

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@ -95,8 +95,8 @@ public:
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data);
static NetworkRecvStatus SendSetPassword(const std::string &password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const std::string &password, const char *command);
static NetworkRecvStatus SendSetName(const std::string &name);
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
static bool IsConnected();

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@ -55,7 +55,7 @@ void NetworkClientsToSpectators(CompanyID cid);
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password = "", const std::string &join_company_password = "");
void NetworkClientJoinGame();
void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
void NetworkClientSendRcon(const std::string &password, const char *command);
void NetworkClientSendRcon(const std::string &password, const std::string &command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data = 0);
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
bool NetworkCompanyIsPassworded(CompanyID company_id);