mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21358) -Codechange: make some network function names conform to coding style
This commit is contained in:
parent
9c83a8975f
commit
b6c2216749
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@ -627,7 +627,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* send it to the command-queue and abort execution
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*/
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if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
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NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
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NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
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cur_company.Restore();
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/* Don't return anything special here; no error, no costs.
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@ -53,7 +53,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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/**
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* Send a command over the network
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*/
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void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company);
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void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company);
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#endif /* ENABLE_NETWORK */
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extern Money _additional_cash_required;
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@ -845,7 +845,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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* TODO: Perhaps this could be improved by when the client is ready
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* with joining to let it send itself the command, and not the server?
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* For example in network_client.c:534? */
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NetworkSend_Command(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
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NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
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}
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/* Announce new company on network, if the client was a SPECTATOR before */
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@ -103,7 +103,7 @@ void NetworkCoreShutdown()
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* @param p the packet to write the data to
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* @param grf the GRFIdentifier to serialize
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*/
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void NetworkSocketHandler::Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf)
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void NetworkSocketHandler::SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
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{
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uint j;
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p->Send_uint32(grf->grfid);
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@ -117,7 +117,7 @@ void NetworkSocketHandler::Send_GRFIdentifier(Packet *p, const GRFIdentifier *gr
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* @param p the packet to read the data from
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* @param grf the GRFIdentifier to deserialize
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*/
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void NetworkSocketHandler::Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf)
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void NetworkSocketHandler::ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf)
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{
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uint j;
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grf->grfid = p->Recv_uint32();
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@ -74,9 +74,9 @@ public:
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*/
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void Reopen() { this->has_quit = false; }
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void Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf);
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void Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf);
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void Send_CompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats);
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void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
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void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
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void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats);
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};
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#endif /* ENABLE_NETWORK */
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@ -56,7 +56,7 @@ NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection(bool error)
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* if the OS-network-buffer is full)
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* @param packet the packet to send
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*/
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void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
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void NetworkTCPSocketHandler::SendPacket(Packet *packet)
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{
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Packet *p;
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assert(packet != NULL);
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@ -90,7 +90,7 @@ void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
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* @return \c true if a (part of a) packet could be sent and
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* the connection is not closed yet.
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*/
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bool NetworkTCPSocketHandler::Send_Packets(bool closing_down)
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bool NetworkTCPSocketHandler::SendPackets(bool closing_down)
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{
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ssize_t res;
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Packet *p;
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@ -141,7 +141,7 @@ bool NetworkTCPSocketHandler::Send_Packets(bool closing_down)
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* @param status the variable to store the status into
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* @return the received packet (or NULL when it didn't receive one)
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*/
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Packet *NetworkTCPSocketHandler::Recv_Packet()
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Packet *NetworkTCPSocketHandler::ReceivePacket()
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{
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ssize_t res;
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@ -35,11 +35,11 @@ public:
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bool IsConnected() const { return this->sock != INVALID_SOCKET; }
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virtual NetworkRecvStatus CloseConnection(bool error = true);
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void Send_Packet(Packet *packet);
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bool Send_Packets(bool closing_down = false);
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void SendPacket(Packet *packet);
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bool SendPackets(bool closing_down = false);
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bool IsPacketQueueEmpty();
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Packet *Recv_Packet();
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Packet *ReceivePacket();
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bool CanSendReceive();
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@ -100,11 +100,11 @@ NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet *p)
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* HandlePacket is returned.
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* @return #NetworkRecvStatus of the last handled packet.
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*/
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NetworkRecvStatus NetworkAdminSocketHandler::Recv_Packets()
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NetworkRecvStatus NetworkAdminSocketHandler::ReceivePackets()
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{
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Packet *p;
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while ((p = this->Recv_Packet()) != NULL) {
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NetworkRecvStatus res = HandlePacket(p);
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while ((p = this->ReceivePacket()) != NULL) {
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NetworkRecvStatus res = this->HandlePacket(p);
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if (res != NETWORK_RECV_STATUS_OKAY) return res;
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}
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@ -347,10 +347,10 @@ public:
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NetworkAdminSocketHandler(SOCKET s);
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~NetworkAdminSocketHandler();
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NetworkRecvStatus Recv_Packets();
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NetworkRecvStatus ReceivePackets();
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const char *Recv_Command(Packet *p, CommandPacket *cp);
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void Send_Command(Packet *p, const CommandPacket *cp);
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const char *ReceiveCommand(Packet *p, CommandPacket *cp);
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void SendCommand(Packet *p, const CommandPacket *cp);
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};
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#endif /* ENABLE_NETWORK */
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@ -117,11 +117,11 @@ bool NetworkContentSocketHandler::HandlePacket(Packet *p)
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/**
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* Receive a packet at TCP level
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*/
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void NetworkContentSocketHandler::Recv_Packets()
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void NetworkContentSocketHandler::ReceivePackets()
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{
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Packet *p;
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while ((p = this->Recv_Packet()) != NULL) {
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bool cont = HandlePacket(p);
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while ((p = this->ReceivePacket()) != NULL) {
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bool cont = this->HandlePacket(p);
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delete p;
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if (!cont) return;
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}
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@ -210,7 +210,7 @@ public:
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virtual ~NetworkContentSocketHandler() { this->Close(); }
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/** Do the actual receiving of packets. */
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void Recv_Packets();
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void ReceivePackets();
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};
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#endif /* ENABLE_NETWORK */
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@ -34,7 +34,7 @@ NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* Functions to help ReceivePacket/SendPacket a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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@ -136,10 +136,10 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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* HandlePacket is returned.
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* @return #NetworkRecvStatus of the last handled packet.
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*/
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NetworkRecvStatus NetworkGameSocketHandler::Recv_Packets()
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NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
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{
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Packet *p;
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while ((p = this->Recv_Packet()) != NULL) {
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while ((p = this->ReceivePacket()) != NULL) {
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NetworkRecvStatus res = HandlePacket(p);
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delete p;
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if (res != NETWORK_RECV_STATUS_OKAY) return res;
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@ -482,10 +482,10 @@ public:
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inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
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inline NetworkClientInfo *GetInfo() const { return this->info; }
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NetworkRecvStatus Recv_Packets();
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NetworkRecvStatus ReceivePackets();
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const char *Recv_Command(Packet *p, CommandPacket *cp);
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void Send_Command(Packet *p, const CommandPacket *cp);
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const char *ReceiveCommand(Packet *p, CommandPacket *cp);
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void SendCommand(Packet *p, const CommandPacket *cp);
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};
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#endif /* ENABLE_NETWORK */
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@ -129,7 +129,7 @@ public:
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FOR_ALL_ITEMS_FROM(Tsocket, idx, cs, 0) {
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cs->writable = !!FD_ISSET(cs->sock, &write_fd);
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if (FD_ISSET(cs->sock, &read_fd)) {
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cs->Recv_Packets();
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cs->ReceivePackets();
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}
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}
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return _networking;
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@ -151,7 +151,7 @@ void NetworkUDPSocketHandler::ReceivePackets()
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* @param p the packet to write the data to
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* @param info the NetworkGameInfo struct to serialize
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*/
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void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
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void NetworkUDPSocketHandler::SendNetworkGameInfo(Packet *p, const NetworkGameInfo *info)
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{
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p->Send_uint8 (NETWORK_GAME_INFO_VERSION);
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@ -180,7 +180,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
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/* Send actual GRF Identifications */
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for (c = info->grfconfig; c != NULL; c = c->next) {
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if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
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if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
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}
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}
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@ -213,7 +213,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
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* @param p the packet to read the data from
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* @param info the NetworkGameInfo to deserialize into
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*/
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void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
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void NetworkUDPSocketHandler::ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo *info)
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{
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static const Date MAX_DATE = ConvertYMDToDate(MAX_YEAR, 11, 31); // December is month 11
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@ -238,7 +238,7 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
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for (i = 0; i < num_grfs; i++) {
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GRFConfig *c = new GRFConfig();
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this->Recv_GRFIdentifier(p, &c->ident);
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this->ReceiveGRFIdentifier(p, &c->ident);
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this->HandleIncomingNetworkGameInfoGRFConfig(c);
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/* Append GRFConfig to the list */
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@ -153,8 +153,8 @@ public:
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void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
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void ReceivePackets();
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void Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
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void Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info);
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void SendNetworkGameInfo(Packet *p, const NetworkGameInfo *info);
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void ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo *info);
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};
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#endif /* ENABLE_NETWORK */
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@ -698,13 +698,13 @@ void NetworkReboot()
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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cs->SendNewGame();
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cs->Send_Packets();
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cs->SendPackets();
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}
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ServerNetworkAdminSocketHandler *as;
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FOR_ALL_ADMIN_SOCKETS(as) {
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as->SendNewGame();
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as->Send_Packets();
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as->SendPackets();
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}
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}
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@ -724,14 +724,14 @@ void NetworkDisconnect(bool blocking, bool close_admins)
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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cs->SendShutdown();
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cs->Send_Packets();
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cs->SendPackets();
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}
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if (close_admins) {
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ServerNetworkAdminSocketHandler *as;
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FOR_ALL_ADMIN_SOCKETS(as) {
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as->SendShutdown();
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as->Send_Packets();
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as->SendPackets();
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}
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}
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}
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@ -823,7 +823,7 @@ void NetworkGameLoop()
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while (f != NULL && !feof(f)) {
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if (_date == next_date && _date_fract == next_date_fract) {
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if (cp != NULL) {
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NetworkSend_Command(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
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NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
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DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
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free(cp);
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cp = NULL;
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@ -94,7 +94,7 @@ ServerNetworkAdminSocketHandler::~ServerNetworkAdminSocketHandler()
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continue;
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}
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if (as->writable) {
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as->Send_Packets();
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as->SendPackets();
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}
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}
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}
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@ -114,7 +114,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendError(NetworkErrorCode er
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Packet *p = new Packet(ADMIN_PACKET_SERVER_ERROR);
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p->Send_uint8(error);
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this->Send_Packet(p);
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this->SendPacket(p);
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char str[100];
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StringID strid = GetNetworkErrorMsg(error);
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@ -139,7 +139,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendProtocol()
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}
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p->Send_bool(false);
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this->Send_Packet(p);
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this->SendPacket(p);
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return this->SendWelcome();
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}
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@ -161,7 +161,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
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p->Send_uint16(MapSizeX());
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p->Send_uint16(MapSizeY());
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -169,14 +169,14 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendNewGame()
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{
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Packet *p = new Packet(ADMIN_PACKET_SERVER_NEWGAME);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendShutdown()
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{
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Packet *p = new Packet(ADMIN_PACKET_SERVER_SHUTDOWN);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -185,7 +185,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendDate()
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Packet *p = new Packet(ADMIN_PACKET_SERVER_DATE);
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p->Send_uint32(_date);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -195,7 +195,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientJoin(ClientID clien
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Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_JOIN);
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p->Send_uint32(client_id);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -211,7 +211,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientInfo(const NetworkC
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p->Send_uint32(ci->join_date);
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p->Send_uint8 (ci->client_playas);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -224,7 +224,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientUpdate(const Networ
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p->Send_string(ci->client_name);
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p->Send_uint8 (ci->client_playas);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -234,7 +234,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientQuit(ClientID clien
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Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_QUIT);
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p->Send_uint32(client_id);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -245,7 +245,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientError(ClientID clie
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p->Send_uint32(client_id);
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p->Send_uint8 (error);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -255,7 +255,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyNew(CompanyID comp
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Packet *p = new Packet(ADMIN_PACKET_SERVER_COMPANY_NEW);
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p->Send_uint8(company_id);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyInfo(const Company
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p->Send_uint32(c->inaugurated_year);
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p->Send_bool (c->is_ai);
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this->Send_Packet(p);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -310,7 +310,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyUpdate(const Compa
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p->Send_uint8(c->share_owners[i]);
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||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
@ -322,7 +322,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyRemove(CompanyID c
|
|||
p->Send_uint8(company_id);
|
||||
p->Send_uint8(acrr);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
@ -354,7 +354,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyEconomy()
|
|||
p->Send_uint16(company->old_economy[i].delivered_cargo);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
|
||||
|
@ -384,7 +384,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
|
|||
p->Send_uint16(company_stats->num_station[i]);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
|
@ -400,7 +400,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action
|
|||
p->Send_string(msg);
|
||||
p->Send_uint64(data);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -410,7 +410,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendRcon(uint16 colour, const
|
|||
|
||||
p->Send_uint16(colour);
|
||||
p->Send_string(result);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
@ -443,7 +443,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendConsole(const char *origi
|
|||
|
||||
p->Send_string(origin);
|
||||
p->Send_string(string);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
|
|
@ -62,9 +62,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|||
{
|
||||
assert(status != NETWORK_RECV_STATUS_OKAY);
|
||||
/*
|
||||
* Sending a message just before leaving the game calls cs->Send_Packets.
|
||||
* Sending a message just before leaving the game calls cs->SendPackets.
|
||||
* This might invoke this function, which means that when we close the
|
||||
* connection after cs->Send_Packets we will close an already closed
|
||||
* connection after cs->SendPackets we will close an already closed
|
||||
* connection. This handles that case gracefully without having to make
|
||||
* that code any more complex or more aware of the validity of the socket.
|
||||
*/
|
||||
|
@ -72,7 +72,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|||
|
||||
DEBUG(net, 1, "Closed client connection %d", this->client_id);
|
||||
|
||||
this->Send_Packets(true);
|
||||
this->SendPackets(true);
|
||||
|
||||
delete this->GetInfo();
|
||||
delete this;
|
||||
|
@ -127,7 +127,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
|
|||
/*static */ bool ClientNetworkGameSocketHandler::Receive()
|
||||
{
|
||||
if (my_client->CanSendReceive()) {
|
||||
NetworkRecvStatus res = my_client->Recv_Packets();
|
||||
NetworkRecvStatus res = my_client->ReceivePackets();
|
||||
if (res != NETWORK_RECV_STATUS_OKAY) {
|
||||
/* The client made an error of which we can not recover
|
||||
* close the client and drop back to main menu */
|
||||
|
@ -141,7 +141,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
|
|||
/** Send the packets of this socket handler. */
|
||||
/*static */ void ClientNetworkGameSocketHandler::Send()
|
||||
{
|
||||
my_client->Send_Packets();
|
||||
my_client->SendPackets();
|
||||
my_client->CheckConnection();
|
||||
}
|
||||
|
||||
|
@ -277,7 +277,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
|
|||
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
|
||||
|
||||
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -292,14 +292,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
|
|||
p->Send_string(_settings_client.network.client_name); // Client name
|
||||
p->Send_uint8 (_network_join_as); // PlayAs
|
||||
p->Send_uint8 (NETLANG_ANY); // Language
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
|
||||
{
|
||||
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -307,7 +307,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
|
|||
{
|
||||
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
|
||||
p->Send_string(password);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -315,7 +315,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
|
|||
{
|
||||
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
|
||||
p->Send_string(GenerateCompanyPasswordHash(password));
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -331,7 +331,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
|
|||
* will have the lower bits set to 0. As such they would become
|
||||
* incompatible, which we would like to prevent by this. */
|
||||
if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -340,7 +340,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
|
|||
my_client->status = STATUS_ACTIVE;
|
||||
|
||||
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -349,7 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
|
|||
Packet *p = new Packet(PACKET_CLIENT_ACK);
|
||||
|
||||
p->Send_uint32(_frame_counter);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -357,9 +357,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
|
|||
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
|
||||
{
|
||||
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
|
||||
my_client->Send_Command(p, cp);
|
||||
my_client->NetworkGameSocketHandler::SendCommand(p, cp);
|
||||
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -374,7 +374,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
|
|||
p->Send_string(msg);
|
||||
p->Send_uint64(data);
|
||||
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -384,7 +384,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
|
|||
Packet *p = new Packet(PACKET_CLIENT_ERROR);
|
||||
|
||||
p->Send_uint8(errorno);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -393,7 +393,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
|
|||
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
|
||||
|
||||
p->Send_string(GenerateCompanyPasswordHash(password));
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -402,7 +402,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
|
|||
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
|
||||
|
||||
p->Send_string(name);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -410,7 +410,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
|
|||
{
|
||||
Packet *p = new Packet(PACKET_CLIENT_QUIT);
|
||||
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -419,7 +419,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
|
|||
Packet *p = new Packet(PACKET_CLIENT_RCON);
|
||||
p->Send_string(pass);
|
||||
p->Send_string(command);
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -428,7 +428,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
|
|||
Packet *p = new Packet(PACKET_CLIENT_MOVE);
|
||||
p->Send_uint8(company);
|
||||
p->Send_string(GenerateCompanyPasswordHash(pass));
|
||||
my_client->Send_Packet(p);
|
||||
my_client->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -597,7 +597,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
|
|||
/* Check all GRFs */
|
||||
for (; grf_count > 0; grf_count--) {
|
||||
GRFIdentifier c;
|
||||
this->Recv_GRFIdentifier(p, &c);
|
||||
this->ReceiveGRFIdentifier(p, &c);
|
||||
|
||||
/* Check whether we know this GRF */
|
||||
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
|
||||
|
@ -779,7 +779,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
|
|||
* the server will give us a client-id and let us in */
|
||||
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
|
||||
ShowJoinStatusWindow();
|
||||
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
|
||||
NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
|
||||
}
|
||||
} else {
|
||||
/* take control over an existing company */
|
||||
|
@ -837,7 +837,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
|
|||
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
CommandPacket cp;
|
||||
const char *err = this->Recv_Command(p, &cp);
|
||||
const char *err = this->ReceiveCommand(p, &cp);
|
||||
cp.frame = p->Recv_uint32();
|
||||
cp.my_cmd = p->Recv_bool();
|
||||
|
||||
|
|
|
@ -121,7 +121,7 @@ static CommandQueue _local_execution_queue;
|
|||
* @param text The text to pass
|
||||
* @param company The company that wants to send the command
|
||||
*/
|
||||
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
|
||||
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
|
||||
{
|
||||
assert((cmd & CMD_FLAGS_MASK) == 0);
|
||||
|
||||
|
@ -275,7 +275,7 @@ void NetworkDistributeCommands()
|
|||
* @param cp the struct to write the data to.
|
||||
* @return an error message. When NULL there has been no error.
|
||||
*/
|
||||
const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
|
||||
const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
|
||||
{
|
||||
cp->company = (CompanyID)p->Recv_uint8();
|
||||
cp->cmd = p->Recv_uint32();
|
||||
|
@ -300,7 +300,7 @@ const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
|
|||
* @param p the packet to send it in.
|
||||
* @param cp the packet to actually send.
|
||||
*/
|
||||
void NetworkGameSocketHandler::Send_Command(Packet *p, const CommandPacket *cp)
|
||||
void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
|
||||
{
|
||||
p->Send_uint8 (cp->company);
|
||||
p->Send_uint32(cp->cmd);
|
||||
|
|
|
@ -185,7 +185,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
|
|||
p->Send_uint8 ((byte)type);
|
||||
p->Send_uint32(_openttd_newgrf_version);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
|
||||
|
@ -207,7 +207,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(uint count, const Con
|
|||
p->Send_uint32(content_ids[i]);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
count -= p_count;
|
||||
content_ids += p_count;
|
||||
}
|
||||
|
@ -237,7 +237,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bo
|
|||
}
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
for (ContentIterator iter = cv->Begin(); iter != cv->End(); iter++) {
|
||||
ContentInfo *ci = *iter;
|
||||
|
@ -327,7 +327,7 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const Co
|
|||
p->Send_uint32(content_ids[i]);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
count -= p_count;
|
||||
content_ids += p_count;
|
||||
}
|
||||
|
@ -736,11 +736,11 @@ void ClientNetworkContentSocketHandler::SendReceive()
|
|||
}
|
||||
|
||||
if (this->CanSendReceive()) {
|
||||
this->Recv_Packets();
|
||||
this->ReceivePackets();
|
||||
this->lastActivity = _realtime_tick;
|
||||
}
|
||||
|
||||
this->Send_Packets();
|
||||
this->SendPackets();
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -80,9 +80,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|||
{
|
||||
assert(status != NETWORK_RECV_STATUS_OKAY);
|
||||
/*
|
||||
* Sending a message just before leaving the game calls cs->Send_Packets.
|
||||
* Sending a message just before leaving the game calls cs->SendPackets.
|
||||
* This might invoke this function, which means that when we close the
|
||||
* connection after cs->Send_Packets we will close an already closed
|
||||
* connection after cs->SendPackets we will close an already closed
|
||||
* connection. This handles that case gracefully without having to make
|
||||
* that code any more complex or more aware of the validity of the socket.
|
||||
*/
|
||||
|
@ -114,7 +114,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|||
|
||||
SetWindowDirty(WC_CLIENT_LIST, 0);
|
||||
|
||||
this->Send_Packets(true);
|
||||
this->SendPackets(true);
|
||||
|
||||
delete this->GetInfo();
|
||||
delete this;
|
||||
|
@ -138,7 +138,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|||
NetworkClientSocket *cs;
|
||||
FOR_ALL_CLIENT_SOCKETS(cs) {
|
||||
if (cs->writable) {
|
||||
if (cs->Send_Packets() && cs->status == STATUS_MAP) {
|
||||
if (cs->SendPackets() && cs->status == STATUS_MAP) {
|
||||
/* This client is in the middle of a map-send, call the function for that */
|
||||
cs->SendMap();
|
||||
}
|
||||
|
@ -161,7 +161,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
|
|||
p->Send_uint8 (ci->client_playas);
|
||||
p->Send_string(ci->client_name);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
}
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
@ -208,7 +208,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
|
|||
|
||||
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
|
||||
p->Send_bool (true);
|
||||
this->Send_CompanyInformation(p, company, &company_stats[company->index]);
|
||||
this->SendCompanyInformation(p, company, &company_stats[company->index]);
|
||||
|
||||
if (StrEmpty(clients[company->index])) {
|
||||
p->Send_string("<none>");
|
||||
|
@ -216,7 +216,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
|
|||
p->Send_string(clients[company->index]);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
p = new Packet(PACKET_SERVER_COMPANY_INFO);
|
||||
|
@ -224,7 +224,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
|
|||
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
|
||||
p->Send_bool (false);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -234,7 +234,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
|
|||
Packet *p = new Packet(PACKET_SERVER_ERROR);
|
||||
|
||||
p->Send_uint8(error);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
StringID strid = GetNetworkErrorMsg(error);
|
||||
GetString(str, strid, lastof(str));
|
||||
|
@ -282,10 +282,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
|
|||
|
||||
p->Send_uint8 (grf_count);
|
||||
for (c = _grfconfig; c != NULL; c = c->next) {
|
||||
if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
|
||||
if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
|
||||
}
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -297,7 +297,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
|
|||
this->status = STATUS_AUTH_GAME;
|
||||
|
||||
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -311,7 +311,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
|
|||
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
|
||||
p->Send_uint32(_settings_game.game_creation.generation_seed);
|
||||
p->Send_string(_settings_client.network.network_id);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -330,7 +330,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
|
|||
p->Send_uint32(this->client_id);
|
||||
p->Send_uint32(_settings_game.game_creation.generation_seed);
|
||||
p->Send_string(_settings_client.network.network_id);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
/* Transmit info about all the active clients */
|
||||
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
||||
|
@ -355,7 +355,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
|
|||
|
||||
p = new Packet(PACKET_SERVER_WAIT);
|
||||
p->Send_uint8(waiting);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -390,7 +390,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
|
|||
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
|
||||
p->Send_uint32(_frame_counter);
|
||||
p->Send_uint32(ftell(file_pointer));
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
fseek(file_pointer, 0, SEEK_SET);
|
||||
|
||||
|
@ -413,11 +413,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
|
|||
if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
|
||||
|
||||
p->size += res;
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
if (feof(file_pointer)) {
|
||||
/* Done reading! */
|
||||
Packet *p = new Packet(PACKET_SERVER_MAP_DONE);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
|
||||
/* Set the status to DONE_MAP, no we will wait for the client
|
||||
* to send it is ready (maybe that happens like never ;)) */
|
||||
|
@ -450,7 +450,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
|
|||
}
|
||||
|
||||
/* Send all packets (forced) and check if we have send it all */
|
||||
if (this->Send_Packets() && this->IsPacketQueueEmpty()) {
|
||||
if (this->SendPackets() && this->IsPacketQueueEmpty()) {
|
||||
/* All are sent, increase the sent_packets */
|
||||
sent_packets *= 2;
|
||||
} else {
|
||||
|
@ -467,7 +467,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
|
|||
|
||||
p->Send_uint32(client_id);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -483,7 +483,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
|
|||
p->Send_uint32(_sync_seed_2);
|
||||
#endif
|
||||
#endif
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -496,7 +496,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
|
|||
#ifdef NETWORK_SEND_DOUBLE_SEED
|
||||
p->Send_uint32(_sync_seed_2);
|
||||
#endif
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -504,11 +504,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
|
|||
{
|
||||
Packet *p = new Packet(PACKET_SERVER_COMMAND);
|
||||
|
||||
this->Send_Command(p, cp);
|
||||
this->NetworkGameSocketHandler::SendCommand(p, cp);
|
||||
p->Send_uint32(cp->frame);
|
||||
p->Send_bool (cp->my_cmd);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -522,7 +522,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
|
|||
p->Send_string(msg);
|
||||
p->Send_uint64(data);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -533,7 +533,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
|
|||
p->Send_uint32(client_id);
|
||||
p->Send_uint8 (errorno);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -543,21 +543,21 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
|
|||
|
||||
p->Send_uint32(client_id);
|
||||
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
|
||||
{
|
||||
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
|
||||
{
|
||||
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -567,7 +567,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour,
|
|||
|
||||
p->Send_uint16(colour);
|
||||
p->Send_string(command);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -577,7 +577,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
|
|||
|
||||
p->Send_uint32(client_id);
|
||||
p->Send_uint8(company_id);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -586,7 +586,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
|
|||
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
|
||||
|
||||
p->Send_uint16(_network_company_passworded);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -596,7 +596,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
|
|||
|
||||
p->Send_uint8(_settings_client.network.max_companies);
|
||||
p->Send_uint8(_settings_client.network.max_spectators);
|
||||
this->Send_Packet(p);
|
||||
this->SendPacket(p);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
|
@ -854,7 +854,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
|
|||
}
|
||||
|
||||
CommandPacket cp;
|
||||
const char *err = this->Recv_Command(p, &cp);
|
||||
const char *err = this->ReceiveCommand(p, &cp);
|
||||
|
||||
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
||||
|
||||
|
@ -1239,7 +1239,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
|
||||
void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
|
||||
{
|
||||
/* Grab the company name */
|
||||
char company_name[NETWORK_COMPANY_NAME_LENGTH];
|
||||
|
|
|
@ -115,7 +115,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
|
|||
strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));
|
||||
|
||||
Packet packet(PACKET_UDP_SERVER_RESPONSE);
|
||||
this->Send_NetworkGameInfo(&packet, &ngi);
|
||||
this->SendNetworkGameInfo(&packet, &ngi);
|
||||
|
||||
/* Let the client know that we are here */
|
||||
this->SendPacket(&packet, client_addr);
|
||||
|
@ -142,7 +142,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
|
|||
/* Go through all the companies */
|
||||
FOR_ALL_COMPANIES(company) {
|
||||
/* Send the information */
|
||||
this->Send_CompanyInformation(&packet, company, &company_stats[company->index]);
|
||||
this->SendCompanyInformation(&packet, company, &company_stats[company->index]);
|
||||
}
|
||||
|
||||
this->SendPacket(&packet, client_addr);
|
||||
|
@ -179,7 +179,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
|
|||
GRFIdentifier c;
|
||||
const GRFConfig *f;
|
||||
|
||||
this->Recv_GRFIdentifier(p, &c);
|
||||
this->ReceiveGRFIdentifier(p, &c);
|
||||
|
||||
/* Find the matching GRF file */
|
||||
f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
|
||||
|
@ -206,7 +206,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
|
|||
|
||||
/* The name could be an empty string, if so take the filename */
|
||||
strecpy(name, in_reply[i]->GetName(), lastof(name));
|
||||
this->Send_GRFIdentifier(&packet, &in_reply[i]->ident);
|
||||
this->SendGRFIdentifier(&packet, &in_reply[i]->ident);
|
||||
packet.Send_string(name);
|
||||
}
|
||||
|
||||
|
@ -238,7 +238,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
|
|||
item = NetworkGameListAddItem(*client_addr);
|
||||
|
||||
ClearGRFConfigList(&item->info.grfconfig);
|
||||
this->Recv_NetworkGameInfo(p, &item->info);
|
||||
this->ReceiveNetworkGameInfo(p, &item->info);
|
||||
|
||||
item->info.compatible = true;
|
||||
{
|
||||
|
@ -267,7 +267,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
|
|||
|
||||
packet.Send_uint8(in_request_count);
|
||||
for (i = 0; i < in_request_count; i++) {
|
||||
this->Send_GRFIdentifier(&packet, &in_request[i]->ident);
|
||||
this->SendGRFIdentifier(&packet, &in_request[i]->ident);
|
||||
}
|
||||
|
||||
this->SendPacket(&packet, &item->address);
|
||||
|
@ -342,7 +342,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
|
|||
char name[NETWORK_GRF_NAME_LENGTH];
|
||||
GRFIdentifier c;
|
||||
|
||||
this->Recv_GRFIdentifier(p, &c);
|
||||
this->ReceiveGRFIdentifier(p, &c);
|
||||
p->Recv_string(name, sizeof(name));
|
||||
|
||||
/* An empty name is not possible under normal circumstances
|
||||
|
|
|
@ -1770,7 +1770,7 @@ void SyncCompanySettings()
|
|||
const void *new_var = GetVariableAddress(&_settings_client.company, &sd->save);
|
||||
uint32 old_value = (uint32)ReadValue(old_var, sd->save.conv);
|
||||
uint32 new_value = (uint32)ReadValue(new_var, sd->save.conv);
|
||||
if (old_value != new_value) NetworkSend_Command(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, NULL, NULL, _local_company);
|
||||
if (old_value != new_value) NetworkSendCommand(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, NULL, NULL, _local_company);
|
||||
}
|
||||
}
|
||||
#endif /* ENABLE_NETWORK */
|
||||
|
|
|
@ -487,7 +487,7 @@ static void MenuClickCompany(int index)
|
|||
if (_network_server) {
|
||||
DoCommandP(0, 0, _network_own_client_id, CMD_COMPANY_CTRL);
|
||||
} else {
|
||||
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
|
||||
NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
|
||||
}
|
||||
return;
|
||||
|
||||
|
|
Loading…
Reference in New Issue