Remove: COMPANY_INFO packets and related code (#9475)
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@@ -71,8 +71,6 @@ public:
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* Reopen the socket so we can send/receive stuff again.
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*/
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void Reopen() { this->has_quit = false; }
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void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
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};
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#endif /* NETWORK_CORE_CORE_H */
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@@ -73,8 +73,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
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case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
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case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
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case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
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case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
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case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
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case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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@@ -161,8 +159,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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@@ -38,9 +38,9 @@ enum PacketGameType {
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PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join.
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PACKET_SERVER_ERROR, ///< Server sending an error message to the client.
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/* Packets used for the pre-game lobby (unused, but remain for backward/forward compatibility). */
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PACKET_CLIENT_COMPANY_INFO, ///< Request information about all companies.
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PACKET_SERVER_COMPANY_INFO, ///< Information about a single company.
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/* Unused packet types, formerly used for the pre-game lobby. */
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PACKET_CLIENT_UNUSED, ///< Unused.
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PACKET_SERVER_UNUSED, ///< Unused.
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/* Packets used to get the game info. */
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PACKET_SERVER_GAME_INFO, ///< Information about the server.
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@@ -200,40 +200,6 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
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/**
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* Request company information (in detail).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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/**
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* Sends information about the companies (one packet per company):
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* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
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* bool Contains data (false marks the end of updates).
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* uint8 ID of the company.
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* string Name of the company.
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* uint32 Year the company was inaugurated.
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* uint64 Value.
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* uint64 Money.
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* uint64 Income.
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* uint16 Performance (last quarter).
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* bool Company is password protected.
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* uint16 Number of trains.
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* uint16 Number of lorries.
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* uint16 Number of busses.
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* uint16 Number of planes.
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* uint16 Number of ships.
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* uint16 Number of train stations.
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* uint16 Number of lorry stations.
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* uint16 Number of bus stops.
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* uint16 Number of airports and heliports.
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* uint16 Number of harbours.
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* bool Company is an AI.
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* string Client names (comma separated list)
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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* Send information about a client:
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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