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@ -148,9 +148,6 @@ public:
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uint Count() const { return this->count; }
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};
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#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
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#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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@ -158,16 +155,19 @@ private:
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NetworkClientInfo *info; ///< Client info related to this socket
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protected:
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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/**
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* Notification that the server is full.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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/**
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* Notification that the client trying to join is banned.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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/**
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* Try to join the server:
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@ -175,19 +175,22 @@ protected:
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* string Name of the client (max NETWORK_NAME_LENGTH).
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* uint8 ID of the company to play as (1..MAX_COMPANIES).
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* uint8 ID of the clients Language.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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/**
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* The client made an error:
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* uint8 Error code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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/**
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* Request company information (in detail).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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/**
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* Sends information about the companies (one packet per company):
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@ -213,96 +216,111 @@ protected:
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* uint16 Number of harbours.
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* bool Company is an AI.
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* string Client names (comma separated list)
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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* Send information about a client:
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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* uint8 ID of the company the client is playing as (255 for spectators).
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* string Name of the client.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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/**
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* Indication to the client that the server needs a game password.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
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virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
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/**
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* Indication to the client that the server needs a company password:
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* uint32 Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
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/**
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* Send a password to the server to authorize:
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* uint8 Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
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virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
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/**
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* Send a password to the server to authorize
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* uint8 Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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/**
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* The client is joined and ready to receive his map:
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* uint32 Own client ID.
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* uint32 Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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/**
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* Request the map from the server.
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* uint32 NewGRF version (release versions of OpenTTD only).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
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virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
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/**
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* Notification that another client is currently receiving the map:
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* uint8 Number of clients waiting in front of you.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
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virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
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/**
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* Sends that the server will begin with sending the map to the client:
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* uint32 Current frame.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
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virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
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/**
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* Sends the size of the map to the client.
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* uint32 Size of the (compressed) map (in bytes).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
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virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
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/**
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* Sends the data of the map to the client:
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* Contains a part of the map (until max size of packet).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
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/**
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* Sends that all data of the map are sent to the client:
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
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/**
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* Tell the server that we are done receiving/loading the map.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
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virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
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/**
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* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
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* uint32 ID of the client that just joined the game.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
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virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
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/**
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* Sends the current frame counter to the client:
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@ -311,23 +329,26 @@ protected:
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* uint32 General seed 1 (dependant on compile settings, not default).
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* uint32 General seed 2 (dependant on compile settings, not default).
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* uint8 Random token to validate the client is actually listening (only occasionally present).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
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virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
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/**
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* Sends a sync-check to the client:
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* uint32 Frame counter.
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* uint32 General seed 1.
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* uint32 General seed 2 (dependant on compile settings, not default).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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/**
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* Tell the server we are done with this frame:
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* uint32 Current frame counter of the client.
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* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
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virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
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/**
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* Send a DoCommand to the Server:
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@ -338,8 +359,9 @@ protected:
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* uint32 Tile where this is taking place.
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* string Text.
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* uint8 ID of the callback.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
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virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
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/**
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* Sends a DoCommand to the client:
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@ -351,8 +373,9 @@ protected:
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* string Text.
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* uint8 ID of the callback.
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* uint32 Frame of execution.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
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virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
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/**
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* Sends a chat-packet to the server:
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@ -361,8 +384,9 @@ protected:
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* uint32 ID of the client or company (destination of the chat).
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* string Message (max NETWORK_CHAT_LENGTH).
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* uint64 data (used e.g. for 'give money' actions).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
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virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
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/**
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* Sends a chat-packet to the client:
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@ -370,108 +394,125 @@ protected:
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* uint32 ID of the client (origin of the chat).
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* string Message (max NETWORK_CHAT_LENGTH).
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* uint64 data (used e.g. for 'give money' actions).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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/**
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* Set the password for the clients current company:
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* string The password.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
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/**
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* Gives the client a new name:
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* string New name of the client.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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/**
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* The client is quiting the game.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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/**
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* The client made an error and is quiting the game.
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* uint8 Error of the code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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/**
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* Notification that a client left the game:
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* uint32 ID of the client.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
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virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
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/**
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* Inform all clients that one client made an error and thus has quit/been disconnected:
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* uint32 ID of the client that caused the error.
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* uint8 Code of the error caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
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virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
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/**
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* Let the clients know that the server is closing.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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/**
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* Let the clients know that the server is loading a new map.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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/**
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* Send the result of an issues RCon command back to the client:
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* uint16 Colour code.
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* string Output of the RCon command
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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/**
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* Send an RCon command to the server:
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* string RCon password.
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* string Command to be executed.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
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virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
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/**
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* Sends information about all used GRFs to the client:
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* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
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* uint32 GRF ID
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* 16 * uint8 MD5 checksum of the GRF
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
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virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
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/**
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* Tell the server that we have the required GRFs
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
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virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
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/**
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* Move a client from one company into another:
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* uint32 ID of the client.
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* uint8 ID of the new company.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
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/**
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* Request the server to move this client into another company:
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* uint8 ID of the company the client wants to join.
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* string Password, if the company is password protected.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
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virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
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/**
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* Update the clients knowledge of which company is password protected:
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* uint16 Bitwise representation of each company
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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/**
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* Update the clients knowledge of the max settings:
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* uint8 Maximum number of companies allowed.
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* uint8 Maximum number of spectators allowed.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
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NetworkRecvStatus HandlePacket(Packet *p);
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