mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [Network] Let NetworkTextMessage use std::string
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44ca7d9377
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@ -214,7 +214,7 @@ bool NetworkCompanyIsPassworded(CompanyID company_id)
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/* This puts a text-message to the console, or in the future, the chat-box,
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* (to keep it all a bit more general)
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* If 'self_send' is true, this is the client who is sending the message */
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64 data)
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{
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StringID strid;
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switch (action) {
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@ -369,7 +369,7 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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char buffer[DRAW_STRING_BUFFER];
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GetString(buffer, str, lastof(buffer));
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NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, nullptr, buffer);
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NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", buffer);
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break;
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}
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@ -1078,7 +1078,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
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delete ci;
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}
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@ -1095,7 +1095,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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delete ci;
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} else {
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DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id);
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@ -114,7 +114,7 @@ void NetworkFreeLocalCommandQueue();
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void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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void ShowNetworkError(StringID error_string);
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", int64 data = 0);
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkFindName(char *new_name, const char *last);
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@ -262,7 +262,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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@ -453,7 +453,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
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} else {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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}
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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@ -1021,7 +1021,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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/* Mark the client as pre-active, and wait for an ACK
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@ -1144,7 +1144,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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DEBUG(net, 1, "'%s' reported an error and is closing its connection: %s", client_name, str);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED) {
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@ -1170,7 +1170,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
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