Codechange: use reference instead of pointer for CommandPacket
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@@ -656,15 +656,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
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* Send a command to the client to execute.
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* @param cp The command to send.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
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{
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Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
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Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
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auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
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this->NetworkGameSocketHandler::SendCommand(*p, cp);
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p->Send_uint32(cp->frame);
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p->Send_bool (cp->my_cmd);
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p->Send_uint32(cp.frame);
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p->Send_bool (cp.my_cmd);
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this->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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@@ -1067,7 +1067,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
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Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
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CommandPacket cp;
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const char *err = this->ReceiveCommand(p, &cp);
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const char *err = this->ReceiveCommand(p, cp);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
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@@ -1701,7 +1701,7 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &pa
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*/
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static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
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{
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for (auto &cp : cs->outgoing_queue) cs->SendCommand(&cp);
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for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
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cs->outgoing_queue.clear();
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}
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