forked from mirror/OpenTTD
(svn r9050) -Codechange: Foo(void) -> Foo()
This commit is contained in:
@@ -63,7 +63,7 @@ static byte _network_clients_connected = 0;
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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/* Some externs / forwards */
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extern void StateGameLoop(void);
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extern void StateGameLoop();
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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@@ -117,7 +117,7 @@ void NetworkGetClientName(char *client_name, size_t size, const NetworkTCPSocket
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}
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}
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byte NetworkSpectatorCount(void)
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byte NetworkSpectatorCount()
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{
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NetworkTCPSocketHandler *cs;
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byte count = 0;
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@@ -301,7 +301,7 @@ char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
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}
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/* Count the number of active clients connected */
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static uint NetworkCountPlayers(void)
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static uint NetworkCountPlayers()
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{
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NetworkTCPSocketHandler *cs;
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uint count = 0;
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@@ -317,7 +317,7 @@ static uint NetworkCountPlayers(void)
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static bool _min_players_paused = false;
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/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
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void CheckMinPlayers(void)
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void CheckMinPlayers()
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{
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if (!_network_dedicated) return;
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@@ -337,7 +337,7 @@ void CheckMinPlayers(void)
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}
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// Find all IP-aliases for this host
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static void NetworkFindIPs(void)
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static void NetworkFindIPs()
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{
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#if !defined(PSP)
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int i;
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@@ -717,7 +717,7 @@ static bool NetworkConnect(const char *hostname, int port)
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}
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// For the server, to accept new clients
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static void NetworkAcceptClients(void)
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static void NetworkAcceptClients()
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{
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struct sockaddr_in sin;
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NetworkTCPSocketHandler *cs;
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@@ -782,7 +782,7 @@ static void NetworkAcceptClients(void)
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}
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// Set up the listen socket for the server
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static bool NetworkListen(void)
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static bool NetworkListen()
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{
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SOCKET ls;
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struct sockaddr_in sin;
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@@ -826,7 +826,7 @@ static bool NetworkListen(void)
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}
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// Close all current connections
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static void NetworkClose(void)
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static void NetworkClose()
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{
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NetworkTCPSocketHandler *cs;
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@@ -848,7 +848,7 @@ static void NetworkClose(void)
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}
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// Inits the network (cleans sockets and stuff)
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static void NetworkInitialize(void)
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static void NetworkInitialize()
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{
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NetworkTCPSocketHandler *cs;
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@@ -921,7 +921,7 @@ void NetworkAddServer(const char *b)
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/* Generates the list of manually added hosts from NetworkGameList and
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* dumps them into the array _network_host_list. This array is needed
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* by the function that generates the config file. */
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void NetworkRebuildHostList(void)
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void NetworkRebuildHostList()
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{
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uint i = 0;
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const NetworkGameList *item = _network_game_list;
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@@ -968,7 +968,7 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
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return _networking;
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}
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static void NetworkInitGameInfo(void)
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static void NetworkInitGameInfo()
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{
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NetworkClientInfo *ci;
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@@ -1013,7 +1013,7 @@ static void NetworkInitGameInfo(void)
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ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
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}
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bool NetworkServerStart(void)
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bool NetworkServerStart()
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{
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if (!_network_available) return false;
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@@ -1060,7 +1060,7 @@ bool NetworkServerStart(void)
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// The server is rebooting...
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// The only difference with NetworkDisconnect, is the packets that is sent
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void NetworkReboot(void)
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void NetworkReboot()
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{
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if (_network_server) {
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NetworkTCPSocketHandler *cs;
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@@ -1084,7 +1084,7 @@ void NetworkReboot(void)
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}
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// We want to disconnect from the host/clients
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void NetworkDisconnect(void)
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void NetworkDisconnect()
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{
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if (_network_server) {
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NetworkTCPSocketHandler *cs;
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@@ -1112,7 +1112,7 @@ void NetworkDisconnect(void)
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}
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// Receives something from the network
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static bool NetworkReceive(void)
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static bool NetworkReceive()
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{
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NetworkTCPSocketHandler *cs;
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int n;
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@@ -1167,7 +1167,7 @@ static bool NetworkReceive(void)
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}
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// This sends all buffered commands (if possible)
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static void NetworkSend(void)
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static void NetworkSend()
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{
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NetworkTCPSocketHandler *cs;
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FOR_ALL_CLIENTS(cs) {
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@@ -1183,7 +1183,7 @@ static void NetworkSend(void)
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}
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// Handle the local-command-queue
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static void NetworkHandleLocalQueue(void)
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static void NetworkHandleLocalQueue()
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{
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CommandPacket *cp, **cp_prev;
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@@ -1218,7 +1218,7 @@ static void NetworkHandleLocalQueue(void)
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}
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static bool NetworkDoClientLoop(void)
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static bool NetworkDoClientLoop()
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{
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_frame_counter++;
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@@ -1259,7 +1259,7 @@ static bool NetworkDoClientLoop(void)
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}
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// We have to do some UDP checking
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void NetworkUDPGameLoop(void)
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void NetworkUDPGameLoop()
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{
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if (_network_udp_server) {
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_udp_server_socket->ReceivePackets();
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@@ -1273,7 +1273,7 @@ void NetworkUDPGameLoop(void)
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// The main loop called from ttd.c
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// Here we also have to do StateGameLoop if needed!
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void NetworkGameLoop(void)
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void NetworkGameLoop()
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{
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if (!_networking) return;
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@@ -1318,7 +1318,7 @@ void NetworkGameLoop(void)
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NetworkSend();
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}
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static void NetworkGenerateUniqueId(void)
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static void NetworkGenerateUniqueId()
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{
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md5_state_t state;
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md5_byte_t digest[16];
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@@ -1372,7 +1372,7 @@ void NetworkStartDebugLog(const char *hostname, uint16 port)
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}
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/** This tries to launch the network for a given OS */
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void NetworkStartUp(void)
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void NetworkStartUp()
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{
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DEBUG(net, 3, "[core] starting network...");
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@@ -1409,7 +1409,7 @@ void NetworkStartUp(void)
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}
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/** This shuts the network down */
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void NetworkShutDown(void)
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void NetworkShutDown()
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{
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NetworkDisconnect();
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NetworkUDPShutdown();
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