forked from mirror/OpenTTD
Codechange: Use null pointer literal instead of the NULL macro
This commit is contained in:
committed by
Michael Lutz
parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -50,7 +50,7 @@ struct PacketReader : LoadFilter {
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size_t read_bytes; ///< The total number of read bytes.
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/** Initialise everything. */
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PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
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PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
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{
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}
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@@ -143,9 +143,9 @@ void ClientNetworkEmergencySave()
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(nullptr), status(STATUS_INACTIVE)
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{
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assert(ClientNetworkGameSocketHandler::my_client == NULL);
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assert(ClientNetworkGameSocketHandler::my_client == nullptr);
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ClientNetworkGameSocketHandler::my_client = this;
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}
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@@ -153,7 +153,7 @@ ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : Netwo
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ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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{
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assert(ClientNetworkGameSocketHandler::my_client == this);
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ClientNetworkGameSocketHandler::my_client = NULL;
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ClientNetworkGameSocketHandler::my_client = nullptr;
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delete this->savegame;
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}
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@@ -301,7 +301,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
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/** Last frame we performed an ack. */
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static uint32 last_ack_frame;
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@@ -320,9 +320,9 @@ static uint8 _network_server_max_spectators;
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = NULL;
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const char *_network_join_server_password = nullptr;
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/** Company password from -P argument */
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const char *_network_join_company_password = NULL;
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const char *_network_join_company_password = nullptr;
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/** Make sure the server ID length is the same as a md5 hash. */
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assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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@@ -533,7 +533,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
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*/
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bool ClientNetworkGameSocketHandler::IsConnected()
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{
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return my_client != NULL && my_client->status == STATUS_ACTIVE;
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return my_client != nullptr && my_client->status == STATUS_ACTIVE;
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}
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@@ -542,7 +542,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
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* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
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************/
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extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
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extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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{
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@@ -576,7 +576,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Pa
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if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
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if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
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company_info->inaugurated_year = p->Recv_uint32();
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@@ -619,7 +619,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != NULL) {
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if (ci != nullptr) {
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if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
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/* Client name changed, display the change */
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
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@@ -714,7 +714,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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/* Check whether we know this GRF */
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const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
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if (f == NULL) {
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if (f == nullptr) {
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/* We do not know this GRF, bail out of initialization */
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char buf[sizeof(c.md5sum) * 2 + 1];
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md5sumToString(buf, lastof(buf), c.md5sum);
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@@ -800,7 +800,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
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if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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this->status = STATUS_MAP;
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if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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this->savegame = new PacketReader();
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@@ -818,7 +818,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packe
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
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{
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if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_network_join_bytes_total = p->Recv_uint32();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -829,7 +829,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
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{
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if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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/* We are still receiving data, put it to the file */
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this->savegame->AddPacket(p);
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@@ -843,7 +843,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
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{
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if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@@ -856,12 +856,12 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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* game, which would cause us to free this->savegame twice.
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*/
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LoadFilter *lf = this->savegame;
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this->savegame = NULL;
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this->savegame = nullptr;
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lf->Reset();
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/* The map is done downloading, load it */
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ClearErrorMessages();
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bool load_success = SafeLoad(NULL, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
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bool load_success = SafeLoad(nullptr, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
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/* Long savegame loads shouldn't affect the lag calculation! */
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this->last_packet = _realtime_tick;
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@@ -887,7 +887,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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* the server will give us a client-id and let us in */
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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ShowJoinStatusWindow();
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NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
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NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company);
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}
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} else {
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/* take control over an existing company */
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@@ -952,7 +952,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet
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cp.frame = p->Recv_uint32();
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cp.my_cmd = p->Recv_bool();
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if (err != NULL) {
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if (err != nullptr) {
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IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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@@ -967,7 +967,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
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const NetworkClientInfo *ci = NULL, *ci_to;
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const NetworkClientInfo *ci = nullptr, *ci_to;
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NetworkAction action = (NetworkAction)p->Recv_uint8();
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ClientID client_id = (ClientID)p->Recv_uint32();
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@@ -976,7 +976,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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int64 data = p->Recv_uint64();
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ci_to = NetworkClientInfo::GetByClientID(client_id);
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if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
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if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
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/* Did we initiate the action locally? */
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if (self_send) {
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@@ -1009,7 +1009,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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ci = ci_to;
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}
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if (ci != NULL) {
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if (ci != nullptr) {
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NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
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}
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return NETWORK_RECV_STATUS_OKAY;
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@@ -1022,8 +1022,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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ClientID client_id = (ClientID)p->Recv_uint32();
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != NULL) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
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delete ci;
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}
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@@ -1039,8 +1039,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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ClientID client_id = (ClientID)p->Recv_uint32();
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != NULL) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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delete ci;
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} else {
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DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
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@@ -1059,7 +1059,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
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ClientID client_id = (ClientID)p->Recv_uint32();
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci != NULL) {
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if (ci != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
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}
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@@ -1129,7 +1129,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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/* Just make sure we do not try to use a client_index that does not exist */
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if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
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if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
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/* if not valid player, force spectator, else check player exists */
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if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
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@@ -1253,7 +1253,7 @@ void NetworkUpdateClientName()
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{
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
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if (ci == NULL) return;
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if (ci == nullptr) return;
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/* Don't change the name if it is the same as the old name */
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if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
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