(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling
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@@ -18,6 +18,31 @@
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
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protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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public:
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ClientNetworkGameSocketHandler(SOCKET s);
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};
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@@ -36,7 +61,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
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NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs);
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void NetworkClient_Connected();
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extern CompanyID _network_join_as;
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