(svn r21358) -Codechange: make some network function names conform to coding style

pull/155/head
rubidium 14 years ago
parent 9f9141c3c1
commit c7066d00af

@ -627,7 +627,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
* send it to the command-queue and abort execution
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
cur_company.Restore();
/* Don't return anything special here; no error, no costs.

@ -53,7 +53,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
/**
* Send a command over the network
*/
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company);
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company);
#endif /* ENABLE_NETWORK */
extern Money _additional_cash_required;

@ -845,7 +845,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
* TODO: Perhaps this could be improved by when the client is ready
* with joining to let it send itself the command, and not the server?
* For example in network_client.c:534? */
NetworkSend_Command(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
}
/* Announce new company on network, if the client was a SPECTATOR before */

@ -103,7 +103,7 @@ void NetworkCoreShutdown()
* @param p the packet to write the data to
* @param grf the GRFIdentifier to serialize
*/
void NetworkSocketHandler::Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf)
void NetworkSocketHandler::SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
{
uint j;
p->Send_uint32(grf->grfid);
@ -117,7 +117,7 @@ void NetworkSocketHandler::Send_GRFIdentifier(Packet *p, const GRFIdentifier *gr
* @param p the packet to read the data from
* @param grf the GRFIdentifier to deserialize
*/
void NetworkSocketHandler::Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf)
void NetworkSocketHandler::ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf)
{
uint j;
grf->grfid = p->Recv_uint32();

@ -74,9 +74,9 @@ public:
*/
void Reopen() { this->has_quit = false; }
void Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf);
void Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf);
void Send_CompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats);
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats);
};
#endif /* ENABLE_NETWORK */

@ -56,7 +56,7 @@ NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection(bool error)
* if the OS-network-buffer is full)
* @param packet the packet to send
*/
void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
void NetworkTCPSocketHandler::SendPacket(Packet *packet)
{
Packet *p;
assert(packet != NULL);
@ -90,7 +90,7 @@ void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
* @return \c true if a (part of a) packet could be sent and
* the connection is not closed yet.
*/
bool NetworkTCPSocketHandler::Send_Packets(bool closing_down)
bool NetworkTCPSocketHandler::SendPackets(bool closing_down)
{
ssize_t res;
Packet *p;
@ -141,7 +141,7 @@ bool NetworkTCPSocketHandler::Send_Packets(bool closing_down)
* @param status the variable to store the status into
* @return the received packet (or NULL when it didn't receive one)
*/
Packet *NetworkTCPSocketHandler::Recv_Packet()
Packet *NetworkTCPSocketHandler::ReceivePacket()
{
ssize_t res;

@ -35,11 +35,11 @@ public:
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
virtual NetworkRecvStatus CloseConnection(bool error = true);
void Send_Packet(Packet *packet);
bool Send_Packets(bool closing_down = false);
void SendPacket(Packet *packet);
bool SendPackets(bool closing_down = false);
bool IsPacketQueueEmpty();
Packet *Recv_Packet();
Packet *ReceivePacket();
bool CanSendReceive();

@ -100,11 +100,11 @@ NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet *p)
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkAdminSocketHandler::Recv_Packets()
NetworkRecvStatus NetworkAdminSocketHandler::ReceivePackets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
NetworkRecvStatus res = HandlePacket(p);
while ((p = this->ReceivePacket()) != NULL) {
NetworkRecvStatus res = this->HandlePacket(p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}

@ -347,10 +347,10 @@ public:
NetworkAdminSocketHandler(SOCKET s);
~NetworkAdminSocketHandler();
NetworkRecvStatus Recv_Packets();
NetworkRecvStatus ReceivePackets();
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
const char *ReceiveCommand(Packet *p, CommandPacket *cp);
void SendCommand(Packet *p, const CommandPacket *cp);
};
#endif /* ENABLE_NETWORK */

@ -117,11 +117,11 @@ bool NetworkContentSocketHandler::HandlePacket(Packet *p)
/**
* Receive a packet at TCP level
*/
void NetworkContentSocketHandler::Recv_Packets()
void NetworkContentSocketHandler::ReceivePackets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
bool cont = HandlePacket(p);
while ((p = this->ReceivePacket()) != NULL) {
bool cont = this->HandlePacket(p);
delete p;
if (!cont) return;
}

@ -210,7 +210,7 @@ public:
virtual ~NetworkContentSocketHandler() { this->Close(); }
/** Do the actual receiving of packets. */
void Recv_Packets();
void ReceivePackets();
};
#endif /* ENABLE_NETWORK */

@ -34,7 +34,7 @@ NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
}
/**
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
* Functions to help ReceivePacket/SendPacket a bit
* A socket can make errors. When that happens this handles what to do.
* For clients: close connection and drop back to main-menu
* For servers: close connection and that is it
@ -136,10 +136,10 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkGameSocketHandler::Recv_Packets()
NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
while ((p = this->ReceivePacket()) != NULL) {
NetworkRecvStatus res = HandlePacket(p);
delete p;
if (res != NETWORK_RECV_STATUS_OKAY) return res;

@ -482,10 +482,10 @@ public:
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
NetworkRecvStatus Recv_Packets();
NetworkRecvStatus ReceivePackets();
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
const char *ReceiveCommand(Packet *p, CommandPacket *cp);
void SendCommand(Packet *p, const CommandPacket *cp);
};
#endif /* ENABLE_NETWORK */

@ -129,7 +129,7 @@ public:
FOR_ALL_ITEMS_FROM(Tsocket, idx, cs, 0) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
cs->Recv_Packets();
cs->ReceivePackets();
}
}
return _networking;

@ -151,7 +151,7 @@ void NetworkUDPSocketHandler::ReceivePackets()
* @param p the packet to write the data to
* @param info the NetworkGameInfo struct to serialize
*/
void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
void NetworkUDPSocketHandler::SendNetworkGameInfo(Packet *p, const NetworkGameInfo *info)
{
p->Send_uint8 (NETWORK_GAME_INFO_VERSION);
@ -180,7 +180,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
/* Send actual GRF Identifications */
for (c = info->grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
}
}
@ -213,7 +213,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
* @param p the packet to read the data from
* @param info the NetworkGameInfo to deserialize into
*/
void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
void NetworkUDPSocketHandler::ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo *info)
{
static const Date MAX_DATE = ConvertYMDToDate(MAX_YEAR, 11, 31); // December is month 11
@ -238,7 +238,7 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
for (i = 0; i < num_grfs; i++) {
GRFConfig *c = new GRFConfig();
this->Recv_GRFIdentifier(p, &c->ident);
this->ReceiveGRFIdentifier(p, &c->ident);
this->HandleIncomingNetworkGameInfoGRFConfig(c);
/* Append GRFConfig to the list */

@ -153,8 +153,8 @@ public:
void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
void ReceivePackets();
void Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
void Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info);
void SendNetworkGameInfo(Packet *p, const NetworkGameInfo *info);
void ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo *info);
};
#endif /* ENABLE_NETWORK */

@ -698,13 +698,13 @@ void NetworkReboot()
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendNewGame();
cs->Send_Packets();
cs->SendPackets();
}
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ADMIN_SOCKETS(as) {
as->SendNewGame();
as->Send_Packets();
as->SendPackets();
}
}
@ -724,14 +724,14 @@ void NetworkDisconnect(bool blocking, bool close_admins)
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendShutdown();
cs->Send_Packets();
cs->SendPackets();
}
if (close_admins) {
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ADMIN_SOCKETS(as) {
as->SendShutdown();
as->Send_Packets();
as->SendPackets();
}
}
}
@ -823,7 +823,7 @@ void NetworkGameLoop()
while (f != NULL && !feof(f)) {
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != NULL) {
NetworkSend_Command(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
free(cp);
cp = NULL;

@ -94,7 +94,7 @@ ServerNetworkAdminSocketHandler::~ServerNetworkAdminSocketHandler()
continue;
}
if (as->writable) {
as->Send_Packets();
as->SendPackets();
}
}
}
@ -114,7 +114,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendError(NetworkErrorCode er
Packet *p = new Packet(ADMIN_PACKET_SERVER_ERROR);
p->Send_uint8(error);
this->Send_Packet(p);
this->SendPacket(p);
char str[100];
StringID strid = GetNetworkErrorMsg(error);
@ -139,7 +139,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendProtocol()
}
p->Send_bool(false);
this->Send_Packet(p);
this->SendPacket(p);
return this->SendWelcome();
}
@ -161,7 +161,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
p->Send_uint16(MapSizeX());
p->Send_uint16(MapSizeY());
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -169,14 +169,14 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendNewGame()
{
Packet *p = new Packet(ADMIN_PACKET_SERVER_NEWGAME);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendShutdown()
{
Packet *p = new Packet(ADMIN_PACKET_SERVER_SHUTDOWN);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -185,7 +185,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendDate()
Packet *p = new Packet(ADMIN_PACKET_SERVER_DATE);
p->Send_uint32(_date);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -195,7 +195,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientJoin(ClientID clien
Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_JOIN);
p->Send_uint32(client_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -211,7 +211,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientInfo(const NetworkC
p->Send_uint32(ci->join_date);
p->Send_uint8 (ci->client_playas);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -224,7 +224,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientUpdate(const Networ
p->Send_string(ci->client_name);
p->Send_uint8 (ci->client_playas);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -234,7 +234,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientQuit(ClientID clien
Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_QUIT);
p->Send_uint32(client_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -245,7 +245,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientError(ClientID clie
p->Send_uint32(client_id);
p->Send_uint8 (error);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -255,7 +255,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyNew(CompanyID comp
Packet *p = new Packet(ADMIN_PACKET_SERVER_COMPANY_NEW);
p->Send_uint8(company_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyInfo(const Company
p->Send_uint32(c->inaugurated_year);
p->Send_bool (c->is_ai);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -310,7 +310,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyUpdate(const Compa
p->Send_uint8(c->share_owners[i]);
}
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -322,7 +322,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyRemove(CompanyID c
p->Send_uint8(company_id);
p->Send_uint8(acrr);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -354,7 +354,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyEconomy()
p->Send_uint16(company->old_economy[i].delivered_cargo);
}
this->Send_Packet(p);
this->SendPacket(p);
}
@ -384,7 +384,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
p->Send_uint16(company_stats->num_station[i]);
}
this->Send_Packet(p);
this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
@ -400,7 +400,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action
p->Send_string(msg);
p->Send_uint64(data);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -410,7 +410,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendRcon(uint16 colour, const
p->Send_uint16(colour);
p->Send_string(result);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -443,7 +443,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendConsole(const char *origi
p->Send_string(origin);
p->Send_string(string);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}

@ -62,9 +62,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
@ -72,7 +72,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
DEBUG(net, 1, "Closed client connection %d", this->client_id);
this->Send_Packets(true);
this->SendPackets(true);
delete this->GetInfo();
delete this;
@ -127,7 +127,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/*static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
NetworkRecvStatus res = my_client->Recv_Packets();
NetworkRecvStatus res = my_client->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
@ -141,7 +141,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/** Send the packets of this socket handler. */
/*static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->Send_Packets();
my_client->SendPackets();
my_client->CheckConnection();
}
@ -277,7 +277,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -292,14 +292,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (NETLANG_ANY); // Language
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -307,7 +307,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -315,7 +315,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -331,7 +331,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
* will have the lower bits set to 0. As such they would become
* incompatible, which we would like to prevent by this. */
if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -340,7 +340,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
my_client->status = STATUS_ACTIVE;
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -349,7 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -357,9 +357,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->Send_Command(p, cp);
my_client->NetworkGameSocketHandler::SendCommand(p, cp);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -374,7 +374,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
p->Send_string(msg);
p->Send_uint64(data);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -384,7 +384,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -393,7 +393,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -402,7 +402,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -410,7 +410,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -419,7 +419,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(command);
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -428,7 +428,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(pass));
my_client->Send_Packet(p);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -597,7 +597,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
this->Recv_GRFIdentifier(p, &c);
this->ReceiveGRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
@ -779,7 +779,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
}
} else {
/* take control over an existing company */
@ -837,7 +837,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
const char *err = this->Recv_Command(p, &cp);
const char *err = this->ReceiveCommand(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();

@ -121,7 +121,7 @@ static CommandQueue _local_execution_queue;
* @param text The text to pass
* @param company The company that wants to send the command
*/
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
{
assert((cmd & CMD_FLAGS_MASK) == 0);
@ -275,7 +275,7 @@ void NetworkDistributeCommands()
* @param cp the struct to write the data to.
* @return an error message. When NULL there has been no error.
*/
const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
{
cp->company = (CompanyID)p->Recv_uint8();
cp->cmd = p->Recv_uint32();
@ -300,7 +300,7 @@ const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
* @param p the packet to send it in.
* @param cp the packet to actually send.
*/
void NetworkGameSocketHandler::Send_Command(Packet *p, const CommandPacket *cp)
void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
{
p->Send_uint8 (cp->company);
p->Send_uint32(cp->cmd);

@ -185,7 +185,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
p->Send_uint8 ((byte)type);
p->Send_uint32(_openttd_newgrf_version);
this->Send_Packet(p);
this->SendPacket(p);
}
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
@ -207,7 +207,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(uint count, const Con
p->Send_uint32(content_ids[i]);
}
this->Send_Packet(p);
this->SendPacket(p);
count -= p_count;
content_ids += p_count;
}
@ -237,7 +237,7 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bo
}
}
this->Send_Packet(p);
this->SendPacket(p);
for (ContentIterator iter = cv->Begin(); iter != cv->End(); iter++) {
ContentInfo *ci = *iter;
@ -327,7 +327,7 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const Co
p->Send_uint32(content_ids[i]);
}
this->Send_Packet(p);
this->SendPacket(p);
count -= p_count;
content_ids += p_count;
}
@ -736,11 +736,11 @@ void ClientNetworkContentSocketHandler::SendReceive()
}
if (this->CanSendReceive()) {
this->Recv_Packets();
this->ReceivePackets();
this->lastActivity = _realtime_tick;
}
this->Send_Packets();
this->SendPackets();
}
/**

@ -80,9 +80,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
@ -114,7 +114,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
SetWindowDirty(WC_CLIENT_LIST, 0);
this->Send_Packets(true);
this->SendPackets(true);
delete this->GetInfo();
delete this;
@ -138,7 +138,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
if (cs->Send_Packets() && cs->status == STATUS_MAP) {
if (cs->SendPackets() && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
@ -161,7 +161,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
this->Send_Packet(p);
this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
@ -208,7 +208,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (true);
this->Send_CompanyInformation(p, company, &company_stats[company->index]);
this->SendCompanyInformation(p, company, &company_stats[company->index]);
if (StrEmpty(clients[company->index])) {
p->Send_string("<none>");
@ -216,7 +216,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_string(clients[company->index]);
}
this->Send_Packet(p);
this->SendPacket(p);
}
p = new Packet(PACKET_SERVER_COMPANY_INFO);
@ -224,7 +224,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (false);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -234,7 +234,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
this->Send_Packet(p);
this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
GetString(str, strid, lastof(str));
@ -282,10 +282,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
}
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -297,7 +297,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
this->status = STATUS_AUTH_GAME;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -311,7 +311,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -330,7 +330,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->Send_Packet(p);
this->SendPacket(p);
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
@ -355,7 +355,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -390,7 +390,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
p->Send_uint32(ftell(file_pointer));
this->Send_Packet(p);
this->SendPacket(p);
fseek(file_pointer, 0, SEEK_SET);
@ -413,11 +413,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
p->size += res;
this->Send_Packet(p);
this->SendPacket(p);
if (feof(file_pointer)) {
/* Done reading! */
Packet *p = new Packet(PACKET_SERVER_MAP_DONE);
this->Send_Packet(p);
this->SendPacket(p);
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
@ -450,7 +450,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
/* Send all packets (forced) and check if we have send it all */
if (this->Send_Packets() && this->IsPacketQueueEmpty()) {
if (this->SendPackets() && this->IsPacketQueueEmpty()) {
/* All are sent, increase the sent_packets */
sent_packets *= 2;
} else {
@ -467,7 +467,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
p->Send_uint32(client_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -483,7 +483,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
p->Send_uint32(_sync_seed_2);
#endif
#endif
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -496,7 +496,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -504,11 +504,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
{
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->Send_Command(p, cp);
this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -522,7 +522,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
p->Send_string(msg);
p->Send_uint64(data);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -533,7 +533,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -543,21 +543,21 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
p->Send_uint32(client_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -567,7 +567,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour,
p->Send_uint16(colour);
p->Send_string(command);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -577,7 +577,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
p->Send_uint32(client_id);
p->Send_uint8(company_id);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -586,7 +586,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -596,7 +596,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
p->Send_uint8(_settings_client.network.max_companies);
p->Send_uint8(_settings_client.network.max_spectators);
this->Send_Packet(p);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -854,7 +854,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
}
CommandPacket cp;
const char *err = this->Recv_Command(p, &cp);
const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
@ -1239,7 +1239,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
return NETWORK_RECV_STATUS_OKAY;
}
void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
{
/* Grab the company name */
char company_name[NETWORK_COMPANY_NAME_LENGTH];

@ -115,7 +115,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));
Packet packet(PACKET_UDP_SERVER_RESPONSE);
this->Send_NetworkGameInfo(&packet, &ngi);
this->SendNetworkGameInfo(&packet, &ngi);
/* Let the client know that we are here */
this->SendPacket(&packet, client_addr);
@ -142,7 +142,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
/* Go through all the companies */
FOR_ALL_COMPANIES(company) {
/* Send the information */
this->Send_CompanyInformation(&packet, company, &company_stats[company->index]);
this->SendCompanyInformation(&packet, company, &company_stats[company->index]);
}
this->SendPacket(&packet, client_addr);
@ -179,7 +179,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
GRFIdentifier c;
const GRFConfig *f;
this->Recv_GRFIdentifier(p, &c);
this->ReceiveGRFIdentifier(p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
@ -206,7 +206,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
/* The name could be an empty string, if so take the filename */
strecpy(name, in_reply[i]->GetName(), lastof(name));
this->Send_GRFIdentifier(&packet, &in_reply[i]->ident);
this->SendGRFIdentifier(&packet, &in_reply[i]->ident);
packet.Send_string(name);
}
@ -238,7 +238,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
item = NetworkGameListAddItem(*client_addr);
ClearGRFConfigList(&item->info.grfconfig);
this->Recv_NetworkGameInfo(p, &item->info);
this->ReceiveNetworkGameInfo(p, &item->info);
item->info.compatible = true;
{
@ -267,7 +267,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
packet.Send_uint8(in_request_count);
for (i = 0; i < in_request_count; i++) {
this->Send_GRFIdentifier(&packet, &in_request[i]->ident);
this->SendGRFIdentifier(&packet, &in_request[i]->ident);
}
this->SendPacket(&packet, &item->address);
@ -342,7 +342,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
char name[NETWORK_GRF_NAME_LENGTH];
GRFIdentifier c;
this->Recv_GRFIdentifier(p, &c);
this->ReceiveGRFIdentifier(p, &c);
p->Recv_string(name, sizeof(name));
/* An empty name is not possible under normal circumstances

@ -1770,7 +1770,7 @@ void SyncCompanySettings()
const void *new_var = GetVariableAddress(&_settings_client.company, &sd->save);
uint32 old_value = (uint32)ReadValue(old_var, sd->save.conv);
uint32 new_value = (uint32)ReadValue(new_var, sd->save.conv);
if (old_value != new_value) NetworkSend_Command(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, NULL, NULL, _local_company);
if (old_value != new_value) NetworkSendCommand(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, NULL, NULL, _local_company);
}
}
#endif /* ENABLE_NETWORK */

@ -487,7 +487,7 @@ static void MenuClickCompany(int index)
if (_network_server) {
DoCommandP(0, 0, _network_own_client_id, CMD_COMPANY_CTRL);
} else {
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
}
return;

Loading…
Cancel
Save