Codechange: [Network] Let chat communication use std::string

This commit is contained in:
rubidium42 2021-05-14 18:22:39 +02:00 committed by rubidium42
parent ae85af98eb
commit fab120ee83
8 changed files with 21 additions and 23 deletions

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@ -450,7 +450,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data)
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data)
{
Packet *p = new Packet(ADMIN_PACKET_SERVER_CHAT);
@ -769,8 +769,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
char msg[NETWORK_CHAT_LENGTH];
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
switch (action) {
case NETWORK_ACTION_CHAT:
@ -902,7 +901,7 @@ void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bc
/**
* Send chat to the admin network (if they did opt in for the respective update).
*/
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data, bool from_admin)
{
if (from_admin) return;

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@ -61,7 +61,7 @@ public:
NetworkRecvStatus SendCompanyEconomy();
NetworkRecvStatus SendCompanyStats();
NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data);
NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data);
NetworkRecvStatus SendRcon(uint16 colour, const char *command);
NetworkRecvStatus SendConsole(const char *origin, const char *command);
NetworkRecvStatus SendGameScript(const char *json);
@ -106,7 +106,7 @@ void NetworkAdminCompanyInfo(const Company *company, bool new_company);
void NetworkAdminCompanyUpdate(const Company *company);
void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false);
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data = 0, bool from_admin = false);
void NetworkAdminUpdate(AdminUpdateFrequency freq);
void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string);
void NetworkAdminConsole(const char *origin, const char *string);

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@ -259,9 +259,9 @@ void NetworkDrawChatMessage()
* @param type The type of destination.
* @param dest The actual destination index.
*/
static void SendChat(const char *buf, DestType type, int dest)
static void SendChat(const std::string &buf, DestType type, int dest)
{
if (StrEmpty(buf)) return;
if (buf.empty()) return;
if (!_network_server) {
MyClient::SendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0);
} else {

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@ -450,7 +450,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
}
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
{
Packet *p = new Packet(PACKET_CLIENT_CHAT);
@ -1025,13 +1025,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
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();
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
ci_to = NetworkClientInfo::GetByClientID(client_id);
@ -1042,7 +1042,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
switch (action) {
case NETWORK_ACTION_CHAT_CLIENT:
/* For speaking to client we need the client-name */
seprintf(name, lastof(name), "%s", ci_to->client_name);
name = ci_to->client_name;
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
@ -1051,7 +1051,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
GetString(name, str, lastof(name));
name = GetString(str);
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
}
@ -1060,7 +1060,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
}
} else {
/* Display message from somebody else */
seprintf(name, lastof(name), "%s", ci_to->client_name);
name = ci_to->client_name;
ci = ci_to;
}
@ -1385,7 +1385,7 @@ void NetworkUpdateClientName()
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
{
MyClient::SendChat(action, type, dest, msg, data);
}

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@ -93,7 +93,7 @@ public:
static NetworkRecvStatus SendGamePassword(const std::string &password);
static NetworkRecvStatus SendCompanyPassword(const std::string &password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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);

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@ -55,7 +55,7 @@ bool NetworkClientConnectGame(const std::string &connection_string, CompanyID de
void NetworkClientJoinGame();
void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
void NetworkClientSendRcon(const std::string &password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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);
bool NetworkMaxCompaniesReached();
@ -77,7 +77,7 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, ClientID from_id, int64 data = 0, bool from_admin = false);
void NetworkServerKickClient(ClientID client_id, const char *reason);
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason);

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@ -719,7 +719,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
{
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
@ -1235,7 +1235,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
{
const NetworkClientInfo *ci, *ci_own, *ci_to;
@ -1356,9 +1356,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
char msg[NETWORK_CHAT_LENGTH];
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();

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@ -94,7 +94,7 @@ public:
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason = nullptr);
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data);
NetworkRecvStatus SendJoin(ClientID client_id);
NetworkRecvStatus SendFrame();
NetworkRecvStatus SendSync();