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Codechange: [Network] Use std::string to send the client name and rcon commands
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@@ -491,7 +491,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::str
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* Tell the server that we like to change the name of the client.
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* @param name The new name.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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@@ -516,7 +516,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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* @param pass The password for the remote command.
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* @param command The actual command.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const char *command)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
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{
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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p->Send_string(pass);
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@@ -1258,7 +1258,7 @@ void NetworkClient_Connected()
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* @param password The password.
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* @param command The command to execute.
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*/
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void NetworkClientSendRcon(const std::string &password, const char *command)
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void NetworkClientSendRcon(const std::string &password, const std::string &command)
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{
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MyClient::SendRCon(password, command);
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}
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@@ -1355,7 +1355,7 @@ void NetworkUpdateClientName(const std::string &client_name)
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/* Don't change the name if it is the same as the old name */
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if (client_name.compare(ci->client_name) != 0) {
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if (!_network_server) {
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MyClient::SendSetName(client_name.c_str());
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MyClient::SendSetName(client_name);
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} else {
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/* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
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char temporary_name[NETWORK_CLIENT_NAME_LENGTH];
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@@ -95,8 +95,8 @@ public:
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const std::string &password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const std::string &password, const char *command);
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static NetworkRecvStatus SendSetName(const std::string &name);
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static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
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static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
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static bool IsConnected();
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@@ -55,7 +55,7 @@ void NetworkClientsToSpectators(CompanyID cid);
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password = "", const std::string &join_company_password = "");
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void NetworkClientJoinGame();
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void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
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void NetworkClientSendRcon(const std::string &password, const char *command);
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void NetworkClientSendRcon(const std::string &password, const std::string &command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data = 0);
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bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
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bool NetworkCompanyIsPassworded(CompanyID company_id);
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