mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22363) -Codechange: NetworkFindClientStateFromClientID -> NetworkClientSocket::GetByClientID
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@ -124,7 +124,7 @@ NetworkClientInfo::~NetworkClientInfo()
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* @param client_id the ClientID to search for
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* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
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*/
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NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
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/* static */ NetworkClientSocket *NetworkClientSocket::GetByClientID(ClientID client_id)
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{
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NetworkClientSocket *cs;
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@ -164,7 +164,6 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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void NetworkError(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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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
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@ -1890,7 +1890,7 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
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if (client_id == CLIENT_ID_SERVER) {
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SetLocalCompany(company_id);
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} else {
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NetworkClientSocket *cs = NetworkFindClientStateFromClientID(client_id);
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NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
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/* When the company isn't authorized we can't move them yet. */
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if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
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cs->SendMove(client_id, company_id);
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@ -1905,12 +1905,12 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
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void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
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{
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NetworkFindClientStateFromClientID(client_id)->SendRConResult(colour_code, string);
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NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
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}
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static void NetworkServerSendError(ClientID client_id, NetworkErrorCode error)
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{
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NetworkFindClientStateFromClientID(client_id)->SendError(error);
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NetworkClientSocket::GetByClientID(client_id)->SendError(error);
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}
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void NetworkServerKickClient(ClientID client_id)
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@ -115,6 +115,8 @@ public:
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{
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return "server";
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}
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static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
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};
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void NetworkServer_Tick(bool send_frame);
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