mirror of https://github.com/OpenTTD/OpenTTD
(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation
parent
d4737e0724
commit
2e572b98de
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@ -74,49 +74,49 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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this->last_packet = _realtime_tick;
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switch (this->HasClientQuit() ? PACKET_END : type) {
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GAME_COMMAND(PACKET_SERVER_FULL)
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GAME_COMMAND(PACKET_SERVER_BANNED)
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GAME_COMMAND(PACKET_CLIENT_JOIN)
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GAME_COMMAND(PACKET_SERVER_ERROR)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
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GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_WELCOME)
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GAME_COMMAND(PACKET_CLIENT_GETMAP)
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GAME_COMMAND(PACKET_SERVER_WAIT)
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GAME_COMMAND(PACKET_SERVER_MAP_BEGIN)
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GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
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GAME_COMMAND(PACKET_SERVER_MAP_DATA)
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GAME_COMMAND(PACKET_SERVER_MAP_DONE)
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GAME_COMMAND(PACKET_CLIENT_MAP_OK)
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GAME_COMMAND(PACKET_SERVER_JOIN)
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GAME_COMMAND(PACKET_SERVER_FRAME)
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GAME_COMMAND(PACKET_SERVER_SYNC)
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GAME_COMMAND(PACKET_CLIENT_ACK)
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GAME_COMMAND(PACKET_CLIENT_COMMAND)
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GAME_COMMAND(PACKET_SERVER_COMMAND)
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GAME_COMMAND(PACKET_CLIENT_CHAT)
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GAME_COMMAND(PACKET_SERVER_CHAT)
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GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_SET_NAME)
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GAME_COMMAND(PACKET_CLIENT_QUIT)
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GAME_COMMAND(PACKET_CLIENT_ERROR)
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GAME_COMMAND(PACKET_SERVER_QUIT)
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GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
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GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
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GAME_COMMAND(PACKET_SERVER_NEWGAME)
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GAME_COMMAND(PACKET_SERVER_RCON)
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GAME_COMMAND(PACKET_CLIENT_RCON)
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GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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GAME_COMMAND(PACKET_SERVER_MOVE)
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GAME_COMMAND(PACKET_CLIENT_MOVE)
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GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
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case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
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case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
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case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(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_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_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
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case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
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case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
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case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
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case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
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case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
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case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
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case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
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case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
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case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
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case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
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case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
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case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
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case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
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case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
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case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
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case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
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case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
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case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
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case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
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case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
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case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
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case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
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case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
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case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
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case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
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case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
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case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
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case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
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case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
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case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
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case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
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case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
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default:
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this->CloseConnection();
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@ -150,61 +150,58 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
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}
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/**
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* Create stub implementations for all receive commands that only
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* show a warning that the given command is not available for the
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* socket where the packet came from.
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* @param type the packet type to create the stub for
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* Helper for logging receiving invalid packets.
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* @param type The received packet type.
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* @return The status the network should have, in this case: "malformed packet error".
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*/
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#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
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NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
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{ \
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DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
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type, this->client_id); \
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return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
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NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
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{
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DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", type, this->client_id);
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
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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_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_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_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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#endif /* ENABLE_NETWORK */
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uint Count() const { return this->count; }
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};
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#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
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#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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NetworkClientInfo *info; ///< Client info related to this socket
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protected:
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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/**
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* Notification that the server is full.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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/**
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* Notification that the client trying to join is banned.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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/**
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* Try to join the server:
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@ -175,19 +175,22 @@ protected:
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* string Name of the client (max NETWORK_NAME_LENGTH).
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* uint8 ID of the company to play as (1..MAX_COMPANIES).
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* uint8 ID of the clients Language.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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/**
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* The client made an error:
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* uint8 Error code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(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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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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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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* 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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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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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).
|
||||
* uint8 ID of the company the client is playing as (255 for spectators).
|
||||
* string Name of the client.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
|
||||
|
||||
/**
|
||||
* Indication to the client that the server needs a game password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Indication to the client that the server needs a company password:
|
||||
* uint32 Generation seed.
|
||||
* string Network ID of the server.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a password to the server to authorize:
|
||||
* uint8 Password type (see NetworkPasswordType).
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a password to the server to authorize
|
||||
* uint8 Password type (see NetworkPasswordType).
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* The client is joined and ready to receive his map:
|
||||
* uint32 Own client ID.
|
||||
* uint32 Generation seed.
|
||||
* string Network ID of the server.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
|
||||
|
||||
/**
|
||||
* Request the map from the server.
|
||||
* uint32 NewGRF version (release versions of OpenTTD only).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
|
||||
|
||||
/**
|
||||
* Notification that another client is currently receiving the map:
|
||||
* uint8 Number of clients waiting in front of you.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends that the server will begin with sending the map to the client:
|
||||
* uint32 Current frame.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the size of the map to the client.
|
||||
* uint32 Size of the (compressed) map (in bytes).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the data of the map to the client:
|
||||
* Contains a part of the map (until max size of packet).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends that all data of the map are sent to the client:
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server that we are done receiving/loading the map.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
|
||||
|
||||
/**
|
||||
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
|
||||
* uint32 ID of the client that just joined the game.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the current frame counter to the client:
|
||||
|
@ -311,23 +329,26 @@ protected:
|
|||
* uint32 General seed 1 (dependant on compile settings, not default).
|
||||
* uint32 General seed 2 (dependant on compile settings, not default).
|
||||
* uint8 Random token to validate the client is actually listening (only occasionally present).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a sync-check to the client:
|
||||
* uint32 Frame counter.
|
||||
* uint32 General seed 1.
|
||||
* uint32 General seed 2 (dependant on compile settings, not default).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server we are done with this frame:
|
||||
* uint32 Current frame counter of the client.
|
||||
* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a DoCommand to the Server:
|
||||
|
@ -338,8 +359,9 @@ protected:
|
|||
* uint32 Tile where this is taking place.
|
||||
* string Text.
|
||||
* uint8 ID of the callback.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a DoCommand to the client:
|
||||
|
@ -351,8 +373,9 @@ protected:
|
|||
* string Text.
|
||||
* uint8 ID of the callback.
|
||||
* uint32 Frame of execution.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a chat-packet to the server:
|
||||
|
@ -361,8 +384,9 @@ protected:
|
|||
* uint32 ID of the client or company (destination of the chat).
|
||||
* string Message (max NETWORK_CHAT_LENGTH).
|
||||
* uint64 data (used e.g. for 'give money' actions).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a chat-packet to the client:
|
||||
|
@ -370,108 +394,125 @@ protected:
|
|||
* uint32 ID of the client (origin of the chat).
|
||||
* string Message (max NETWORK_CHAT_LENGTH).
|
||||
* uint64 data (used e.g. for 'give money' actions).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
|
||||
|
||||
/**
|
||||
* Set the password for the clients current company:
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Gives the client a new name:
|
||||
* string New name of the client.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
|
||||
|
||||
/**
|
||||
* The client is quiting the game.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* The client made an error and is quiting the game.
|
||||
* uint8 Error of the code caused (see NetworkErrorCode).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
|
||||
|
||||
/**
|
||||
* Notification that a client left the game:
|
||||
* uint32 ID of the client.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Inform all clients that one client made an error and thus has quit/been disconnected:
|
||||
* uint32 ID of the client that caused the error.
|
||||
* uint8 Code of the error caused (see NetworkErrorCode).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Let the clients know that the server is closing.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
|
||||
|
||||
/**
|
||||
* Let the clients know that the server is loading a new map.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
|
||||
|
||||
/**
|
||||
* Send the result of an issues RCon command back to the client:
|
||||
* uint16 Colour code.
|
||||
* string Output of the RCon command
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
|
||||
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
|
||||
|
||||
/**
|
||||
* Send an RCon command to the server:
|
||||
* string RCon password.
|
||||
* string Command to be executed.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends information about all used GRFs to the client:
|
||||
* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
|
||||
* uint32 GRF ID
|
||||
* 16 * uint8 MD5 checksum of the GRF
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server that we have the required GRFs
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
|
||||
|
||||
/**
|
||||
* Move a client from one company into another:
|
||||
* uint32 ID of the client.
|
||||
* uint8 ID of the new company.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
|
||||
|
||||
/**
|
||||
* Request the server to move this client into another company:
|
||||
* uint8 ID of the company the client wants to join.
|
||||
* string Password, if the company is password protected.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
|
||||
|
||||
/**
|
||||
* Update the clients knowledge of which company is password protected:
|
||||
* uint16 Bitwise representation of each company
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
|
||||
|
||||
/**
|
||||
* Update the clients knowledge of the max settings:
|
||||
* uint8 Maximum number of companies allowed.
|
||||
* uint8 Maximum number of spectators allowed.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
|
||||
|
||||
NetworkRecvStatus HandlePacket(Packet *p);
|
||||
|
||||
|
|
|
@ -489,7 +489,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
|
|||
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
|
||||
extern StringID _switch_mode_errorstr;
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
|
||||
{
|
||||
/* We try to join a server which is full */
|
||||
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
|
||||
|
@ -498,7 +498,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
|
|||
return NETWORK_RECV_STATUS_SERVER_FULL;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
|
||||
{
|
||||
/* We try to join a server where we are banned */
|
||||
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
|
||||
|
@ -507,7 +507,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
|
|||
return NETWORK_RECV_STATUS_SERVER_BANNED;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -551,7 +551,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
|
|||
/* This packet contains info about the client (playas and name)
|
||||
* as client we save this in NetworkClientInfo, linked via 'client_id'
|
||||
* which is always an unique number on a server. */
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
|
||||
{
|
||||
NetworkClientInfo *ci;
|
||||
ClientID client_id = (ClientID)p->Recv_uint32();
|
||||
|
@ -604,7 +604,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
|
||||
{
|
||||
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
|
||||
|
||||
|
@ -642,7 +642,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
|
|||
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -675,7 +675,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
|
|||
return ret;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
this->status = STATUS_AUTH_GAME;
|
||||
|
@ -690,7 +690,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
this->status = STATUS_AUTH_COMPANY;
|
||||
|
@ -709,7 +709,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
this->status = STATUS_AUTHORIZED;
|
||||
|
@ -724,7 +724,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
|
|||
return SendGetMap();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
|
||||
{
|
||||
/* We set the internal wait state when requesting the map. */
|
||||
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
@ -737,7 +737,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
this->status = STATUS_MAP;
|
||||
|
@ -757,7 +757,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
@ -768,7 +768,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
@ -782,7 +782,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
@ -838,7 +838,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -871,7 +871,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -884,7 +884,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -903,7 +903,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -955,7 +955,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -972,7 +972,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -992,7 +992,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -1008,7 +1008,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
|
||||
{
|
||||
/* Only when we're trying to join we really
|
||||
* care about the server shutting down. */
|
||||
|
@ -1019,7 +1019,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
|
|||
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
|
||||
{
|
||||
/* Only when we're trying to join we really
|
||||
* care about the server shutting down. */
|
||||
|
@ -1034,7 +1034,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
|
|||
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -1049,7 +1049,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -1077,7 +1077,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
@ -1087,7 +1087,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
|
||||
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
||||
|
||||
|
|
|
@ -44,33 +44,33 @@ protected:
|
|||
friend void NetworkClose(bool close_admins);
|
||||
static ClientNetworkGameSocketHandler *my_client;
|
||||
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
|
||||
|
||||
static NetworkRecvStatus SendNewGRFsOk();
|
||||
static NetworkRecvStatus SendGetMap();
|
||||
|
|
|
@ -760,12 +760,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
|
|||
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
|
||||
************/
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
|
||||
{
|
||||
return this->SendCompanyInfo();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_NEWGRFS_CHECK) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -786,7 +786,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
|
|||
return this->SendWelcome();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_INACTIVE) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -855,13 +855,13 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
|
|||
|
||||
if (_grfconfig == NULL) {
|
||||
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
|
||||
return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
|
||||
return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
|
||||
}
|
||||
|
||||
return this->SendNewGRFCheck();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_AUTH_GAME) {
|
||||
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
||||
|
@ -886,7 +886,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
|
|||
return this->SendWelcome();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_AUTH_COMPANY) {
|
||||
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
||||
|
@ -908,7 +908,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
|
|||
return this->SendWelcome();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
|
||||
{
|
||||
NetworkClientSocket *new_cs;
|
||||
|
||||
|
@ -950,7 +950,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
|
|||
return this->SendMap();
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
|
||||
{
|
||||
/* Client has the map, now start syncing */
|
||||
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
|
||||
|
@ -997,7 +997,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
|
|||
* The client has done a command and wants us to handle it
|
||||
* @param p the packet in which the command was sent
|
||||
*/
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
|
||||
{
|
||||
/* The client was never joined.. so this is impossible, right?
|
||||
* Ignore the packet, give the client a warning, and close his connection */
|
||||
|
@ -1061,7 +1061,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
|
||||
{
|
||||
/* This packets means a client noticed an error and is reporting this
|
||||
* to us. Display the error and report it to the other clients */
|
||||
|
@ -1095,7 +1095,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
|
|||
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
|
||||
{
|
||||
/* The client wants to leave. Display this and report it to the other
|
||||
* clients. */
|
||||
|
@ -1122,7 +1122,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
|
|||
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -1281,7 +1281,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
|
|||
}
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
|
||||
{
|
||||
if (this->status < STATUS_AUTHORIZED) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -1313,7 +1313,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -1330,7 +1330,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) {
|
||||
/* Illegal call, return error and ignore the packet */
|
||||
|
@ -1356,7 +1356,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
||||
|
||||
|
@ -1381,7 +1381,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
|
|||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
|
||||
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
|
||||
{
|
||||
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
||||
|
||||
|
|
|
@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
|
|||
/** Class for handling the server side of the game connection. */
|
||||
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
|
||||
protected:
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
|
||||
|
||||
NetworkRecvStatus SendCompanyInfo();
|
||||
NetworkRecvStatus SendNewGRFCheck();
|
||||
|
|
Loading…
Reference in New Issue