(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation
This commit is contained in:
@@ -760,12 +760,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
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* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
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************/
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
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{
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return this->SendCompanyInfo();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
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{
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if (this->status != STATUS_NEWGRFS_CHECK) {
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/* Illegal call, return error and ignore the packet */
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@@ -786,7 +786,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
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return this->SendWelcome();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
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{
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if (this->status != STATUS_INACTIVE) {
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/* Illegal call, return error and ignore the packet */
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@@ -855,13 +855,13 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
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if (_grfconfig == NULL) {
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/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
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return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
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return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
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}
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return this->SendNewGRFCheck();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
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{
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if (this->status != STATUS_AUTH_GAME) {
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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@@ -886,7 +886,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
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return this->SendWelcome();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
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{
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if (this->status != STATUS_AUTH_COMPANY) {
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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@@ -908,7 +908,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
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return this->SendWelcome();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
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{
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NetworkClientSocket *new_cs;
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@@ -950,7 +950,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
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return this->SendMap();
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
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{
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/* Client has the map, now start syncing */
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if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
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@@ -997,7 +997,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
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* The client has done a command and wants us to handle it
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* @param p the packet in which the command was sent
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*/
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
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{
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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@@ -1061,7 +1061,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
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{
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/* This packets means a client noticed an error and is reporting this
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* to us. Display the error and report it to the other clients */
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@@ -1095,7 +1095,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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{
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/* The client wants to leave. Display this and report it to the other
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* clients. */
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@@ -1122,7 +1122,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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{
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if (this->status < STATUS_AUTHORIZED) {
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/* Illegal call, return error and ignore the packet */
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@@ -1281,7 +1281,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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}
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
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{
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if (this->status < STATUS_AUTHORIZED) {
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/* Illegal call, return error and ignore the packet */
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@@ -1313,7 +1313,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) {
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/* Illegal call, return error and ignore the packet */
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@@ -1330,7 +1330,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) {
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/* Illegal call, return error and ignore the packet */
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@@ -1356,7 +1356,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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@@ -1381,7 +1381,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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