Codechange: Replace network related FOR_ALL with range-based for loops
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@@ -99,8 +99,7 @@ extern void StateGameLoop();
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*/
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bool HasClients()
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) return true;
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) return true;
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return false;
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}
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@@ -121,9 +120,7 @@ NetworkClientInfo::~NetworkClientInfo()
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*/
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/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
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{
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NetworkClientInfo *ci;
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FOR_ALL_CLIENT_INFOS(ci) {
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for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (ci->client_id == client_id) return ci;
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}
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@@ -137,9 +134,7 @@ NetworkClientInfo::~NetworkClientInfo()
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*/
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/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == client_id) return cs;
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}
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@@ -148,10 +143,9 @@ NetworkClientInfo::~NetworkClientInfo()
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byte NetworkSpectatorCount()
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{
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const NetworkClientInfo *ci;
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byte count = 0;
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FOR_ALL_CLIENT_INFOS(ci) {
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for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (ci->client_playas == COMPANY_SPECTATOR) count++;
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}
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@@ -408,10 +402,9 @@ static void CheckPauseHelper(bool pause, PauseMode pm)
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*/
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static uint NetworkCountActiveClients()
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{
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const NetworkClientSocket *cs;
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uint count = 0;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
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if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
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count++;
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@@ -439,8 +432,7 @@ static void CheckMinActiveClients()
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*/
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static bool NetworkHasJoiningClient()
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{
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const NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
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}
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@@ -527,14 +519,12 @@ void NetworkClose(bool close_admins)
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{
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if (_network_server) {
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if (close_admins) {
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ServerNetworkAdminSocketHandler *as;
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FOR_ALL_ADMIN_SOCKETS(as) {
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for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
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as->CloseConnection(true);
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}
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}
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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ServerNetworkGameSocketHandler::CloseListeners();
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@@ -768,14 +758,12 @@ bool NetworkServerStart()
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void NetworkReboot()
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{
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if (_network_server) {
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendNewGame();
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cs->SendPackets();
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}
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ServerNetworkAdminSocketHandler *as;
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FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
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for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
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as->SendNewGame();
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as->SendPackets();
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}
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@@ -794,15 +782,13 @@ void NetworkReboot()
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void NetworkDisconnect(bool blocking, bool close_admins)
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{
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if (_network_server) {
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendShutdown();
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cs->SendPackets();
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}
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if (close_admins) {
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ServerNetworkAdminSocketHandler *as;
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FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
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for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
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as->SendShutdown();
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as->SendPackets();
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}
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