Codechange: Use override keyword in networking classes.
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committed by
Charles Pigott

parent
b1fb3f4fb8
commit
07de9d6c3f
@@ -42,33 +42,33 @@ protected:
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friend void NetworkClose(bool close_admins);
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static ClientNetworkGameSocketHandler *my_client; ///< This is us!
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
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NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override;
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static NetworkRecvStatus SendNewGRFsOk();
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static NetworkRecvStatus SendGetMap();
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@@ -78,7 +78,7 @@ public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendCompanyInformationQuery();
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