mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [Network] Let chat communication use std::string
This commit is contained in:
parent
ae85af98eb
commit
fab120ee83
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@ -450,7 +450,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
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* @param msg The actual message.
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* @param data Arbitrary extra data.
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*/
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data)
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NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data)
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{
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Packet *p = new Packet(ADMIN_PACKET_SERVER_CHAT);
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@ -769,8 +769,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
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DestType desttype = (DestType)p->Recv_uint8();
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int dest = p->Recv_uint32();
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char msg[NETWORK_CHAT_LENGTH];
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p->Recv_string(msg, NETWORK_CHAT_LENGTH);
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std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
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switch (action) {
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case NETWORK_ACTION_CHAT:
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@ -902,7 +901,7 @@ void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bc
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/**
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* Send chat to the admin network (if they did opt in for the respective update).
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*/
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void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
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void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data, bool from_admin)
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{
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if (from_admin) return;
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@ -61,7 +61,7 @@ public:
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NetworkRecvStatus SendCompanyEconomy();
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NetworkRecvStatus SendCompanyStats();
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NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data);
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NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data);
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NetworkRecvStatus SendRcon(uint16 colour, const char *command);
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NetworkRecvStatus SendConsole(const char *origin, const char *command);
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NetworkRecvStatus SendGameScript(const char *json);
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@ -106,7 +106,7 @@ void NetworkAdminCompanyInfo(const Company *company, bool new_company);
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void NetworkAdminCompanyUpdate(const Company *company);
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void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
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void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false);
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void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data = 0, bool from_admin = false);
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void NetworkAdminUpdate(AdminUpdateFrequency freq);
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void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string);
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void NetworkAdminConsole(const char *origin, const char *string);
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@ -259,9 +259,9 @@ void NetworkDrawChatMessage()
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* @param type The type of destination.
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* @param dest The actual destination index.
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*/
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static void SendChat(const char *buf, DestType type, int dest)
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static void SendChat(const std::string &buf, DestType type, int dest)
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{
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if (StrEmpty(buf)) return;
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if (buf.empty()) return;
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if (!_network_server) {
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MyClient::SendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0);
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} else {
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@ -450,7 +450,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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}
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/** Send a chat-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
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{
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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@ -1025,13 +1025,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
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std::string name;
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const NetworkClientInfo *ci = nullptr, *ci_to;
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NetworkAction action = (NetworkAction)p->Recv_uint8();
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ClientID client_id = (ClientID)p->Recv_uint32();
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bool self_send = p->Recv_bool();
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p->Recv_string(msg, NETWORK_CHAT_LENGTH);
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std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
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int64 data = p->Recv_uint64();
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ci_to = NetworkClientInfo::GetByClientID(client_id);
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@ -1042,7 +1042,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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switch (action) {
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case NETWORK_ACTION_CHAT_CLIENT:
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/* For speaking to client we need the client-name */
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seprintf(name, lastof(name), "%s", ci_to->client_name);
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name = ci_to->client_name;
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ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
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break;
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@ -1051,7 +1051,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
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SetDParam(0, ci_to->client_playas);
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GetString(name, str, lastof(name));
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name = GetString(str);
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ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
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break;
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}
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@ -1060,7 +1060,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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}
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} else {
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/* Display message from somebody else */
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seprintf(name, lastof(name), "%s", ci_to->client_name);
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name = ci_to->client_name;
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ci = ci_to;
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}
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@ -1385,7 +1385,7 @@ void NetworkUpdateClientName()
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* @param msg The actual message.
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* @param data Arbitrary extra data.
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*/
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
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{
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MyClient::SendChat(action, type, dest, msg, data);
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}
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@ -93,7 +93,7 @@ public:
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static NetworkRecvStatus SendGamePassword(const std::string &password);
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static NetworkRecvStatus SendCompanyPassword(const std::string &password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const std::string &password);
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static NetworkRecvStatus SendSetName(const char *name);
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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
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void NetworkClientJoinGame();
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void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
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void NetworkClientSendRcon(const std::string &password, const char *command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data = 0);
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bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
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bool NetworkCompanyIsPassworded(CompanyID company_id);
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bool NetworkMaxCompaniesReached();
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@ -77,7 +77,7 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
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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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void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false);
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void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, ClientID from_id, int64 data = 0, bool from_admin = false);
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void NetworkServerKickClient(ClientID client_id, const char *reason);
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason);
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@ -719,7 +719,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
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* @param msg The actual message.
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* @param data Arbitrary extra data.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
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{
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if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
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@ -1235,7 +1235,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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* @param data Arbitrary data.
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* @param from_admin Whether the origin is an admin or not.
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*/
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void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
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void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
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{
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const NetworkClientInfo *ci, *ci_own, *ci_to;
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@ -1356,9 +1356,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
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NetworkAction action = (NetworkAction)p->Recv_uint8();
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DestType desttype = (DestType)p->Recv_uint8();
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int dest = p->Recv_uint32();
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char msg[NETWORK_CHAT_LENGTH];
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p->Recv_string(msg, NETWORK_CHAT_LENGTH);
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std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
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int64 data = p->Recv_uint64();
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NetworkClientInfo *ci = this->GetInfo();
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@ -94,7 +94,7 @@ public:
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NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
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NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason = nullptr);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data);
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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