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

parent
b1fb3f4fb8
commit
07de9d6c3f
@@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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protected:
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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@@ -79,8 +79,8 @@ public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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virtual Packet *ReceivePacket();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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virtual Packet *ReceivePacket() override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void GetClientName(char *client_name, const char *last) const;
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NetworkRecvStatus SendMap();
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