mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-30 09:59:10 +00:00
(svn r8066) - Codechange: MallocT(), CallocT(), ReallocT() now return the pointer to allocated memory instead of modifying the pointer given as parameter
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@@ -26,8 +26,7 @@ extern void NORETURN CDECL error(const char *str, ...);
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*/
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Packet *NetworkSend_Init(const PacketType type)
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{
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Packet *packet;
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MallocT(&packet, 1);
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Packet *packet = MallocT<Packet>(1);
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/* An error is inplace here, because it simply means we ran out of memory. */
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if (packet == NULL) error("Failed to allocate Packet");
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@@ -149,7 +149,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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if (cs->socket == INVALID_SOCKET) return NULL;
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if (cs->packet_recv == NULL) {
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MallocT(&cs->packet_recv, 1);
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cs->packet_recv = MallocT<Packet>(1);
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if (cs->packet_recv == NULL) error("Failed to allocate packet");
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/* Set pos to zero! */
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cs->packet_recv->pos = 0;
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@@ -252,12 +252,12 @@ void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameI
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switch (info->game_info_version) {
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case 4: {
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GRFConfig *c, **dst = &info->grfconfig;
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GRFConfig **dst = &info->grfconfig;
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uint i;
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uint num_grfs = NetworkRecv_uint8(cs, p);
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for (i = 0; i < num_grfs; i++) {
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CallocT(&c, 1);
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GRFConfig *c = CallocT<GRFConfig>(1);
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NetworkRecv_GRFIdentifier(cs, p, c);
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HandleIncomingNetworkGameInfoGRFConfig(c);
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@@ -570,8 +570,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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{
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CommandPacket *cp;
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MallocT(&cp, 1);
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CommandPacket *cp = MallocT<CommandPacket>(1);
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cp->player = (PlayerID)NetworkRecv_uint8(MY_CLIENT, p);
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cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
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cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
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@@ -14,8 +14,7 @@
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// Add a command to the local command queue
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void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
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{
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CommandPacket* new_cp;
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MallocT(&new_cp, 1);
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CommandPacket* new_cp = MallocT<CommandPacket>(1);
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*new_cp = *cp;
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@@ -31,8 +30,7 @@ void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
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// Prepare a DoCommand to be send over the network
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void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
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{
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CommandPacket *c;
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MallocT(&c, 1);
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CommandPacket *c = MallocT<CommandPacket>(1);
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byte temp_callback;
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c->player = _local_player;
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@@ -26,7 +26,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
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prev_item = item;
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}
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MallocT(&item, 1);
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item = MallocT<NetworkGameList>(1);
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memset(item, 0, sizeof(*item));
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item->next = NULL;
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item->ip = ip;
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@@ -167,7 +167,7 @@ static void BuildNetworkGameList(network_ql_d *nqld)
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/* Create temporary array of games to use for listing */
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free(nqld->sort_list);
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MallocT(&nqld->sort_list, n);
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nqld->sort_list = MallocT<NetworkGameList*>(n);
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if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
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nqld->l.list_length = n;
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@@ -793,8 +793,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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const NetworkClientInfo *ci;
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byte callback;
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CommandPacket *cp;
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MallocT(&cp, 1);
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CommandPacket *cp = MallocT<CommandPacket>(1);
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// The client was never joined.. so this is impossible, right?
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// Ignore the packet, give the client a warning, and close his connection
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