Codechange: [Network] Use std::string for the internal handling of company passwords
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@@ -91,13 +91,13 @@ public:
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static NetworkRecvStatus SendAck();
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static NetworkRecvStatus SendGamePassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const std::string &password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const char *password);
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static NetworkRecvStatus SendSetPassword(const std::string &password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const char *password, const char *command);
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static NetworkRecvStatus SendMove(CompanyID company, const char *password);
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static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
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static bool IsConnected();
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@@ -110,15 +110,15 @@ public:
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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void NetworkClientSetCompanyPassword(const char *password);
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void NetworkClientSetCompanyPassword(const std::string &password);
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/** Information required to join a server. */
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struct NetworkJoinInfo {
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NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
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NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr) {}
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std::string connection_string; ///< The address of the server to join.
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CompanyID company; ///< The company to join.
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const char *server_password; ///< The password of the server to join.
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const char *company_password; ///< The password of the company to join.
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std::string company_password; ///< The password of the company to join.
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};
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extern NetworkJoinInfo _network_join;
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