mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
(svn r20925) -Codechange: make the client send commands have a slightly more sensible name
This commit is contained in:
parent
41e6567c0d
commit
8f4638ed0f
@ -279,7 +279,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
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/* This means we fucked up and the server closed the connection */
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if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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MyClient::SendError(errorno);
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}
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_switch_mode = SM_MENU;
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@ -633,7 +633,7 @@ static void NetworkClose()
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (!_network_server) {
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SEND_COMMAND(PACKET_CLIENT_QUIT)();
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MyClient::SendQuit();
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cs->Send_Packets();
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}
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
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@ -687,7 +687,7 @@ public:
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{
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_networking = true;
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NetworkAllocClient(s);
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SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
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MyClient::SendCompanyInformationQuery();
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}
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};
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@ -1003,7 +1003,7 @@ static bool NetworkDoClientLoop()
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* frame as he is.. so we can start playing! */
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if (_network_first_time) {
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_network_first_time = false;
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SEND_COMMAND(PACKET_CLIENT_ACK)();
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MyClient::SendAck();
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}
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_sync_frame = 0;
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@ -264,7 +264,7 @@ static void SendChat(const char *buf, DestType type, int dest)
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{
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if (StrEmpty(buf)) return;
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if (!_network_server) {
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SEND_COMMAND(PACKET_CLIENT_CHAT)((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0);
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MyClient::SendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0);
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} else {
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NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, CLIENT_ID_SERVER);
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}
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@ -40,10 +40,19 @@
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
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{
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assert(ClientNetworkGameSocketHandler::my_client == NULL);
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ClientNetworkGameSocketHandler::my_client = this;
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}
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/* So we don't make too much typos ;) */
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#define MY_CLIENT NetworkClientSocket::Get(0)
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/** Clear whatever we assigned. */
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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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}
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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static uint32 last_ack_frame;
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@ -120,7 +129,7 @@ void HashCurrentCompanyPassword(const char *password)
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* DEF_CLIENT_SEND_COMMAND has no parameters
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************/
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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{
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/*
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* Packet: CLIENT_COMPANY_INFO
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@ -133,11 +142,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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/*
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* Packet: CLIENT_JOIN
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@ -158,11 +167,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (NETLANG_ANY); // Language
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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/*
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* Packet: CLIENT_NEWGRFS_CHECKED
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@ -171,11 +180,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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*/
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
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{
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/*
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* Packet: CLIENT_GAME_PASSWORD
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@ -186,11 +195,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password)
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*/
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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{
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/*
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* Packet: CLIENT_COMPANY_PASSWORD
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@ -201,11 +210,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *passwo
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*/
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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/*
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* Packet: CLIENT_GETMAP
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@ -222,11 +231,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
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* will have the lower bits set to 0. As such they would become
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* incompatible, which we would like to prevent by this. */
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if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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/*
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* Packet: CLIENT_MAP_OK
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@ -236,11 +245,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
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*/
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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/*
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* Packet: CLIENT_ACK
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@ -252,12 +261,12 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a command packet to the server */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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/*
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* Packet: CLIENT_COMMAND
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@ -273,14 +282,14 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp)
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*/
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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MY_CLIENT->Send_Command(p, cp);
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my_client->Send_Command(p, cp);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a chat-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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/*
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* Packet: CLIENT_CHAT
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@ -301,12 +310,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType
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p->Send_string(msg);
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p->Send_uint64(data);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send an error-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
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{
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/*
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* Packet: CLIENT_ERROR
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@ -317,11 +326,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
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{
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/*
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* Packet: PACKET_CLIENT_SET_PASSWORD
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@ -332,11 +341,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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{
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/*
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* Packet: PACKET_CLIENT_SET_NAME
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@ -347,12 +356,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send an quit-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)()
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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/*
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* Packet: CLIENT_QUIT
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@ -361,25 +370,25 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)()
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*/
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *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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p->Send_string(command);
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(pass));
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MY_CLIENT->Send_Packet(p);
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my_client->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -558,7 +567,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
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if (ret == NETWORK_RECV_STATUS_OKAY) {
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/* Start receiving the map */
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return SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)();
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return SendNewGRFsOk();
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}
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/* NewGRF mismatch, bail out */
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@ -570,7 +579,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
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{
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const char *password = _network_join_server_password;
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if (!StrEmpty(password)) {
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return SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD)(password);
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return SendGamePassword(password);
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}
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ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
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@ -586,7 +595,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
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const char *password = _network_join_company_password;
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if (!StrEmpty(password)) {
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return SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(password);
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return SendCompanyPassword(password);
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}
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ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
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@ -603,7 +612,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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/* Start receiving the map */
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return SEND_COMMAND(PACKET_CLIENT_GETMAP)();
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return SendGetMap();
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}
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
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@ -685,7 +694,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
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* only toolbar/statusbar and gamefield are visible */
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/* Say we received the map and loaded it correctly! */
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SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
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SendMapOk();
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/* New company/spectator (invalid company) or company we want to join is not active
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* Switch local company to spectator and await the server's judgement */
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@ -730,7 +739,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
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if (!_network_first_time && last_ack_frame < _frame_counter) {
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last_ack_frame = _frame_counter + DAY_TICKS;
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DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
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SEND_COMMAND(PACKET_CLIENT_ACK)();
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SendAck();
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}
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return NETWORK_RECV_STATUS_OKAY;
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@ -944,12 +953,12 @@ void NetworkClient_Connected()
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_frame_counter_server = 0;
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last_ack_frame = 0;
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/* Request the game-info */
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SEND_COMMAND(PACKET_CLIENT_JOIN)();
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MyClient::SendJoin();
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}
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void NetworkClientSendRcon(const char *password, const char *command)
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{
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SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);
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MyClient::SendRCon(password, command);
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}
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/**
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@ -960,7 +969,7 @@ void NetworkClientSendRcon(const char *password, const char *command)
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*/
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void NetworkClientRequestMove(CompanyID company_id, const char *pass)
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{
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SEND_COMMAND(PACKET_CLIENT_MOVE)(company_id, pass);
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MyClient::SendMove(company_id, pass);
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}
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void NetworkClientsToSpectators(CompanyID cid)
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@ -985,7 +994,7 @@ void NetworkUpdateClientName()
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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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if (!_network_server) {
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SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.client_name);
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MyClient::SendSetName(_settings_client.network.client_name);
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} else {
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if (NetworkFindName(_settings_client.network.client_name)) {
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
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@ -998,12 +1007,12 @@ void NetworkUpdateClientName()
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg, data);
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MyClient::SendChat(action, type, dest, msg, data);
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}
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static void NetworkClientSetPassword(const char *password)
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{
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SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(password);
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MyClient::SendSetPassword(password);
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}
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/**
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@ -19,6 +19,8 @@
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
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protected:
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static ClientNetworkGameSocketHandler *my_client;
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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@ -43,23 +45,33 @@ protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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||||
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||||
static NetworkRecvStatus SendNewGRFsOk();
|
||||
static NetworkRecvStatus SendGetMap();
|
||||
static NetworkRecvStatus SendMapOk();
|
||||
public:
|
||||
ClientNetworkGameSocketHandler(SOCKET s);
|
||||
~ClientNetworkGameSocketHandler();
|
||||
|
||||
static NetworkRecvStatus SendCompanyInformationQuery();
|
||||
|
||||
static NetworkRecvStatus SendJoin();
|
||||
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
|
||||
static NetworkRecvStatus SendError(NetworkErrorCode errorno);
|
||||
static NetworkRecvStatus SendQuit();
|
||||
static NetworkRecvStatus SendAck();
|
||||
|
||||
static NetworkRecvStatus SendGamePassword(const char *password);
|
||||
static NetworkRecvStatus SendCompanyPassword(const char *password);
|
||||
|
||||
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
|
||||
static NetworkRecvStatus SendSetPassword(const char *password);
|
||||
static NetworkRecvStatus SendSetName(const char *name);
|
||||
static NetworkRecvStatus SendRCon(const char *password, const char *command);
|
||||
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
|
||||
};
|
||||
|
||||
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
|
||||
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)();
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
|
||||
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
|
||||
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
|
||||
typedef ClientNetworkGameSocketHandler MyClient;
|
||||
|
||||
void NetworkClient_Connected();
|
||||
|
||||
|
@ -151,7 +151,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
|
||||
c.frame = 0; // The client can't tell which frame, so just make it 0
|
||||
|
||||
/* Clients send their command to the server and forget all about the packet */
|
||||
SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
|
||||
MyClient::SendCommand(&c);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2240,8 +2240,8 @@ struct NetworkJoinStatusWindow : Window {
|
||||
}
|
||||
|
||||
switch (this->password_type) {
|
||||
case NETWORK_GAME_PASSWORD: SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD) (str); break;
|
||||
case NETWORK_COMPANY_PASSWORD: SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(str); break;
|
||||
case NETWORK_GAME_PASSWORD: MyClient::SendGamePassword (str); break;
|
||||
case NETWORK_COMPANY_PASSWORD: MyClient::SendCompanyPassword(str); break;
|
||||
default: NOT_REACHED();
|
||||
}
|
||||
}
|
||||
|
@ -175,9 +175,6 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err);
|
||||
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
|
||||
|
||||
/* Macros to make life a bit more easier */
|
||||
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
|
||||
#define DEF_CLIENT_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command()
|
||||
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
|
||||
#define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
|
||||
#define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
|
||||
#define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
|
||||
|
Loading…
Reference in New Issue
Block a user