mirror of https://github.com/OpenTTD/OpenTTD
Remove: COMPANY_INFO packets and related code (#9475)
parent
3d55ea2d4d
commit
1ef4d3cf19
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@ -71,8 +71,6 @@ public:
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* Reopen the socket so we can send/receive stuff again.
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* Reopen the socket so we can send/receive stuff again.
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*/
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*/
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void Reopen() { this->has_quit = false; }
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void Reopen() { this->has_quit = false; }
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void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
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};
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};
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#endif /* NETWORK_CORE_CORE_H */
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#endif /* NETWORK_CORE_CORE_H */
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@ -73,8 +73,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
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case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
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case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
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case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
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case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
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case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
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case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
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case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
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case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
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case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
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case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
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case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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@ -161,8 +159,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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@ -38,9 +38,9 @@ enum PacketGameType {
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PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join.
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PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join.
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PACKET_SERVER_ERROR, ///< Server sending an error message to the client.
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PACKET_SERVER_ERROR, ///< Server sending an error message to the client.
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/* Packets used for the pre-game lobby (unused, but remain for backward/forward compatibility). */
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/* Unused packet types, formerly used for the pre-game lobby. */
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PACKET_CLIENT_COMPANY_INFO, ///< Request information about all companies.
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PACKET_CLIENT_UNUSED, ///< Unused.
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PACKET_SERVER_COMPANY_INFO, ///< Information about a single company.
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PACKET_SERVER_UNUSED, ///< Unused.
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/* Packets used to get the game info. */
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/* Packets used to get the game info. */
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PACKET_SERVER_GAME_INFO, ///< Information about the server.
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PACKET_SERVER_GAME_INFO, ///< Information about the server.
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@ -200,40 +200,6 @@ protected:
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*/
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*/
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virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
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/**
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* Request company information (in detail).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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/**
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* Sends information about the companies (one packet per company):
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* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
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* bool Contains data (false marks the end of updates).
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* uint8 ID of the company.
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* string Name of the company.
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* uint32 Year the company was inaugurated.
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* uint64 Value.
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* uint64 Money.
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* uint64 Income.
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* uint16 Performance (last quarter).
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* bool Company is password protected.
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* uint16 Number of trains.
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* uint16 Number of lorries.
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* uint16 Number of busses.
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* uint16 Number of planes.
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* uint16 Number of ships.
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* uint16 Number of train stations.
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* uint16 Number of lorry stations.
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* uint16 Number of bus stops.
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* uint16 Number of airports and heliports.
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* uint16 Number of harbours.
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* bool Company is an AI.
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* string Client names (comma separated list)
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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/**
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* Send information about a client:
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* Send information about a client:
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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@ -640,7 +640,7 @@ public:
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{
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{
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_networking = true;
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_networking = true;
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new ClientNetworkGameSocketHandler(s, this->connection_string);
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new ClientNetworkGameSocketHandler(s, this->connection_string);
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MyClient::SendInformationQuery(false);
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MyClient::SendInformationQuery();
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}
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}
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};
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};
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@ -331,19 +331,11 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/**
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/**
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* Query the server for server information.
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* Query the server for server information.
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*/
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery(bool request_company_info)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
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{
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{
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my_client->status = STATUS_GAME_INFO;
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my_client->status = STATUS_GAME_INFO;
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my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
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my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
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if (request_company_info) {
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
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}
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return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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@ -567,7 +559,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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{
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{
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if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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@ -582,17 +574,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packe
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UpdateNetworkGameWindow();
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UpdateNetworkGameWindow();
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/* We will receive company info next, so keep connection open. */
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if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
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{
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if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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/* Unused, but this packet is part of the "this will never change" packet group. */
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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}
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@ -688,7 +669,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
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* error popup in that case.
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* error popup in that case.
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*/
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*/
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if (error == NETWORK_ERROR_NOT_EXPECTED && (this->status == STATUS_GAME_INFO || this->status == STATUS_COMPANY_INFO)) {
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if (error == NETWORK_ERROR_NOT_EXPECTED && this->status == STATUS_GAME_INFO) {
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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}
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@ -23,7 +23,6 @@ private:
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enum ServerStatus {
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enum ServerStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_GAME_INFO, ///< We are trying to get the game information.
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STATUS_GAME_INFO, ///< We are trying to get the game information.
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STATUS_COMPANY_INFO, ///< We are trying to get company information.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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@ -46,7 +45,6 @@ protected:
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
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@ -82,7 +80,7 @@ public:
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendInformationQuery(bool request_company_info);
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static NetworkRecvStatus SendInformationQuery();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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@ -362,64 +362,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
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return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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/** Send the client information about the companies. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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{
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/* Fetch the latest version of the stats */
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NetworkCompanyStats company_stats[MAX_COMPANIES];
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NetworkPopulateCompanyStats(company_stats);
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/* Make a list of all clients per company */
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std::string clients[MAX_COMPANIES];
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/* Add the local player (if not dedicated) */
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
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clients[ci->client_playas] = ci->client_name;
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}
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for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
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std::string client_name = static_cast<ServerNetworkGameSocketHandler*>(csi)->GetClientName();
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ci = csi->GetInfo();
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if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
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if (!clients[ci->client_playas].empty()) {
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clients[ci->client_playas] += ", ";
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}
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clients[ci->client_playas] += client_name;
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}
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}
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/* Now send the data */
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Packet *p;
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for (const Company *company : Company::Iterate()) {
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (true);
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this->SendCompanyInformation(p, company, &company_stats[company->index]);
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if (clients[company->index].empty()) {
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p->Send_string("<none>");
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} else {
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p->Send_string(clients[company->index]);
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}
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this->SendPacket(p);
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}
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (false);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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/**
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* Send an error to the client, and close its connection.
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* Send an error to the client, and close its connection.
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* @param error The error to disconnect for.
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* @param error The error to disconnect for.
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@ -835,11 +777,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packe
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return this->SendGameInfo();
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return this->SendGameInfo();
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}
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
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{
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return this->SendCompanyInfo();
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
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{
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{
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if (this->status != STATUS_NEWGRFS_CHECK) {
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if (this->status != STATUS_NEWGRFS_CHECK) {
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@ -1446,58 +1383,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
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return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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/**
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* Package some generic company information into a packet.
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* @param p The packet that will contain the data.
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* @param c The company to put the of into the packet.
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* @param stats The statistics to put in the packet.
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* @param max_len The maximum length of the company name.
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*/
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void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
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{
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/* Grab the company name */
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char company_name[NETWORK_COMPANY_NAME_LENGTH];
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SetDParam(0, c->index);
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assert(max_len <= lengthof(company_name));
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GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
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/* Get the income */
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Money income = 0;
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if (_cur_year - 1 == c->inaugurated_year) {
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/* The company is here just 1 year, so display [2], else display[1] */
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for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
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income -= c->yearly_expenses[2][i];
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}
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} else {
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for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
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income -= c->yearly_expenses[1][i];
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|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Send the information */
|
|
||||||
p->Send_uint8 (c->index);
|
|
||||||
p->Send_string(company_name);
|
|
||||||
p->Send_uint32(c->inaugurated_year);
|
|
||||||
p->Send_uint64(c->old_economy[0].company_value);
|
|
||||||
p->Send_uint64(c->money);
|
|
||||||
p->Send_uint64(income);
|
|
||||||
p->Send_uint16(c->old_economy[0].performance_history);
|
|
||||||
|
|
||||||
/* Send 1 if there is a password for the company else send 0 */
|
|
||||||
p->Send_bool (!_network_company_states[c->index].password.empty());
|
|
||||||
|
|
||||||
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
||||||
p->Send_uint16(stats->num_vehicle[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
||||||
p->Send_uint16(stats->num_station[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
p->Send_bool(c->is_ai);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Populate the company stats.
|
* Populate the company stats.
|
||||||
* @param stats the stats to update
|
* @param stats the stats to update
|
||||||
|
|
|
@ -25,7 +25,6 @@ class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<
|
||||||
protected:
|
protected:
|
||||||
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
|
||||||
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
|
||||||
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
|
|
||||||
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
|
||||||
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
|
||||||
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
|
||||||
|
@ -42,7 +41,6 @@ protected:
|
||||||
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
|
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
|
||||||
|
|
||||||
NetworkRecvStatus SendGameInfo();
|
NetworkRecvStatus SendGameInfo();
|
||||||
NetworkRecvStatus SendCompanyInfo();
|
|
||||||
NetworkRecvStatus SendNewGRFCheck();
|
NetworkRecvStatus SendNewGRFCheck();
|
||||||
NetworkRecvStatus SendWelcome();
|
NetworkRecvStatus SendWelcome();
|
||||||
NetworkRecvStatus SendNeedGamePassword();
|
NetworkRecvStatus SendNeedGamePassword();
|
||||||
|
|
Loading…
Reference in New Issue