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Codechange: use std::string_view for sending chat messages

pull/14048/head
Rubidium 2025-04-20 11:42:16 +02:00 committed by rubidium42
parent bb259b8e77
commit 26de3404a4
8 changed files with 17 additions and 17 deletions

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@ -440,7 +440,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data)
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, std::string_view msg, int64_t data)
{
auto p = std::make_unique<Packet>(this, ADMIN_PACKET_SERVER_CHAT);
@ -980,7 +980,7 @@ 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 std::string &msg, int64_t data, bool from_admin)
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, std::string_view msg, int64_t data, bool from_admin)
{
if (from_admin) return;

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@ -68,7 +68,7 @@ public:
NetworkRecvStatus SendCompanyEconomy();
NetworkRecvStatus SendCompanyStats();
NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data);
NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, std::string_view msg, int64_t data);
NetworkRecvStatus SendRcon(uint16_t colour, const std::string_view command);
NetworkRecvStatus SendConsole(const std::string_view origin, const std::string_view command);
NetworkRecvStatus SendGameScript(const std::string_view json);
@ -113,7 +113,7 @@ void NetworkAdminCompanyNew(const Company *company);
void NetworkAdminCompanyUpdate(const Company *company);
void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data = 0, bool from_admin = false);
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, std::string_view msg, int64_t data = 0, bool from_admin = false);
void NetworkAdminUpdate(AdminUpdateFrequency freq);
void NetworkServerSendAdminRcon(AdminID admin_index, TextColour colour_code, const std::string_view string);
void NetworkAdminConsole(const std::string_view origin, const std::string_view string);

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@ -251,7 +251,7 @@ void NetworkDrawChatMessage()
* @param type The type of destination.
* @param dest The actual destination index.
*/
static void SendChat(const std::string &buf, DestType type, int dest)
static void SendChat(std::string_view buf, DestType type, int dest)
{
if (buf.empty()) return;
if (!_network_server) {

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@ -401,7 +401,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
}
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
{
Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
@ -1328,7 +1328,7 @@ void NetworkUpdateClientName(const std::string &client_name)
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
{
MyClient::SendChat(action, type, dest, msg, data);
}

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@ -88,7 +88,7 @@ public:
static NetworkRecvStatus SendAuthResponse();
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data);
static NetworkRecvStatus SendSetName(const std::string &name);
static NetworkRecvStatus SendRCon(std::string_view password, std::string_view command);
static NetworkRecvStatus SendMove(CompanyID company);

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@ -54,7 +54,7 @@ bool NetworkClientConnectGame(const std::string &connection_string, CompanyID de
void NetworkClientJoinGame();
void NetworkClientRequestMove(CompanyID company);
void NetworkClientSendRcon(std::string_view password, std::string_view command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data = 0);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data = 0);
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
uint NetworkMaxCompaniesAllowed();
bool NetworkMaxCompaniesReached();
@ -76,8 +76,8 @@ bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_na
bool NetworkCanJoinCompany(CompanyID company_id);
void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, std::string_view string);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, ClientID from_id, int64_t data = 0, bool from_admin = false);
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, ClientID from_id, int64_t data = 0, bool from_admin = false);
void NetworkServerSendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg);
void NetworkServerKickClient(ClientID client_id, std::string_view reason);
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, std::string_view reason);

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@ -677,7 +677,7 @@ 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 std::string &msg, int64_t data)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, std::string_view msg, int64_t data)
{
Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
@ -702,7 +702,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
* @param user Name of the user who sent the message.
* @param msg The actual message.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg)
{
Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
@ -1250,7 +1250,7 @@ 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 std::string &msg, ClientID from_id, int64_t data, bool from_admin)
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, std::string_view msg, ClientID from_id, int64_t data, bool from_admin)
{
const NetworkClientInfo *ci, *ci_own, *ci_to;
@ -1367,7 +1367,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
* @param user Name of the user who sent the message.
* @param msg The actual message.
*/
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
void NetworkServerSendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg)
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendExternalChat(source, colour, user, msg);

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@ -94,8 +94,8 @@ public:
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
NetworkRecvStatus SendError(NetworkErrorCode error, std::string_view reason = {});
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data);
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg);
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, std::string_view msg, int64_t data);
NetworkRecvStatus SendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg);
NetworkRecvStatus SendJoin(ClientID client_id);
NetworkRecvStatus SendFrame();
NetworkRecvStatus SendSync();