(svn r20993) -Codechange: some shuffling of game protocol packet description so they're documented in the "same" place as UDP, content and admin packets (dihedral)

This commit is contained in:
rubidium
2010-10-18 20:41:53 +00:00
parent 9a0a76cc32
commit d71f590ed6
3 changed files with 262 additions and 263 deletions

View File

@@ -266,12 +266,6 @@ void HashCurrentCompanyPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
/*
* Packet: CLIENT_COMPANY_INFO
* Function: Request company-info (in detail)
* Data:
* <none>
*/
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@@ -283,16 +277,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
/*
* Packet: CLIENT_JOIN
* Function: Try to join the server
* Data:
* String: OpenTTD Revision (norev000 if no revision)
* String: Client Name (max NETWORK_NAME_LENGTH)
* uint8: Play as Company id (1..MAX_COMPANIES)
* uint8: Language ID
*/
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@@ -308,12 +292,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
/*
* Packet: CLIENT_NEWGRFS_CHECKED
* Function: Tell the server that we have the required GRFs
* Data:
*/
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -321,13 +299,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
/*
* Packet: CLIENT_GAME_PASSWORD
* Function: Send a password to the server to authorize
* Data:
* uint8: NetworkPasswordType
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->Send_Packet(p);
@@ -336,13 +307,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
/*
* Packet: CLIENT_COMPANY_PASSWORD
* Function: Send a password to the server to authorize
* Data:
* uint8: NetworkPasswordType
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
my_client->Send_Packet(p);
@@ -351,13 +315,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
/*
* Packet: CLIENT_GETMAP
* Function: Request the map from the server
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
/* Send the OpenTTD version to the server, let it validate it too.
* But only do it for stable releases because of those we are sure
@@ -372,13 +329,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
/*
* Packet: CLIENT_MAP_OK
* Function: Tell the server that we are done receiving/loading the map
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -386,13 +336,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
/*
* Packet: CLIENT_ACK
* Function: Tell the server we are done with this frame
* Data:
* uint32: current FrameCounter of the client
*/
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
@@ -403,19 +346,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
/* Send a command packet to the server */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
/*
* Packet: CLIENT_COMMAND
* Function: Send a DoCommand to the Server
* Data:
* uint8: CompanyID (0..MAX_COMPANIES-1)
* uint32: CommandID (see command.h)
* uint32: P1 (free variables used in DoCommand)
* uint32: P2
* uint32: Tile
* string: text
* uint8: CallBackID
*/
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->Send_Command(p, cp);
@@ -426,17 +356,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
/* Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
/*
* Packet: CLIENT_CHAT
* Function: Send a chat-packet to the serve
* Data:
* uint8: ActionID (see network_data.h, NetworkAction)
* uint8: Destination Type (see network_data.h, DestType);
* uint32: Destination CompanyID/Client-identifier
* String: Message (max NETWORK_CHAT_LENGTH)
* uint64: Some arbitrary number
*/
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
@@ -452,12 +371,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
/* Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
/*
* Packet: CLIENT_ERROR
* Function: The client made an error and is quiting the game
* Data:
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
@@ -467,12 +380,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
/*
* Packet: PACKET_CLIENT_SET_PASSWORD
* Function: Set the password for the clients current company
* Data:
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
@@ -482,12 +389,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
/*
* Packet: PACKET_CLIENT_SET_NAME
* Function: Gives the client a new name
* Data:
* String: Name
*/
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
@@ -495,14 +396,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
return NETWORK_RECV_STATUS_OKAY;
}
/* Send an quit-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
/*
* Packet: CLIENT_QUIT
* Function: The client is quiting the game
* Data:
*/
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->Send_Packet(p);