Codechange: use std::unique_ptr for the Packets created to send via TCP

This commit is contained in:
Rubidium
2024-02-03 19:55:51 +01:00
committed by rubidium42
parent 36e1b32ccf
commit 031a9d4e26
10 changed files with 164 additions and 169 deletions

View File

@@ -458,7 +458,7 @@ void ClientNetworkCoordinatorSocketHandler::Register()
this->Connect();
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_REGISTER);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERVER_REGISTER);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(_settings_client.network.server_game_type);
p->Send_uint16(_settings_client.network.server_port);
@@ -470,7 +470,7 @@ void ClientNetworkCoordinatorSocketHandler::Register()
p->Send_string(_settings_client.network.server_invite_code_secret);
}
this->SendPacket(p);
this->SendPacket(std::move(p));
}
/**
@@ -480,11 +480,11 @@ void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
{
Debug(net, 6, "Sending server update to Game Coordinator");
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
SerializeNetworkGameInfo(p.get(), GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
this->SendPacket(p);
this->SendPacket(std::move(p));
this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
}
@@ -498,13 +498,13 @@ void ClientNetworkCoordinatorSocketHandler::GetListing()
_network_game_list_version++;
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_LISTING);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_LISTING);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(NETWORK_GAME_INFO_VERSION);
p->Send_string(_openttd_revision);
p->Send_uint32(this->newgrf_lookup_table_cursor);
this->SendPacket(p);
this->SendPacket(std::move(p));
}
/**
@@ -530,11 +530,11 @@ void ClientNetworkCoordinatorSocketHandler::ConnectToServer(const std::string &i
this->Connect();
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECT);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_CONNECT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(invite_code);
this->SendPacket(p);
this->SendPacket(std::move(p));
}
/**
@@ -547,12 +547,12 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &to
/* Connecter will destroy itself. */
this->game_connecter = nullptr;
Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
p->Send_uint8(tracking_number);
this->SendPacket(p);
this->SendPacket(std::move(p));
/* We do not close the associated connecter here yet, as the
* Game Coordinator might have other methods of connecting available. */
@@ -578,10 +578,10 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
} else {
/* The client informs the Game Coordinator about the success. The server
* doesn't have to, as it is implied by the client telling. */
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_CONNECTED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
this->SendPacket(p);
this->SendPacket(std::move(p));
/* Find the connecter; it can happen it no longer exist, in cases where
* we aborted the connect but the Game Coordinator was already in the
@@ -606,12 +606,12 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
*/
void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string &token, uint8_t family, bool result)
{
Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
p->Send_uint8(family);
p->Send_bool(result);
this->SendPacket(p);
this->SendPacket(std::move(p));
}
/**