(svn r20936) -Codechange: make server side packet sending methods class methods
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@@ -40,23 +40,39 @@ protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendWait();
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NetworkRecvStatus SendNeedGamePassword();
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NetworkRecvStatus SendNeedCompanyPassword();
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public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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NetworkRecvStatus SendMap();
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NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
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NetworkRecvStatus SendQuit(ClientID client_id);
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NetworkRecvStatus SendShutdown();
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NetworkRecvStatus SendNewGame();
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NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
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NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
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NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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};
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error);
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientSocket *cs, uint16 colour, const char *command);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, uint16 client_id, CompanyID company_id);
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void NetworkServer_ReadPackets(NetworkClientSocket *cs);
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void NetworkServer_Tick(bool send_frame);
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#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
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