Codechange: pass the socket handler that is going to send the packet into the packet
This commit is contained in:
@@ -344,7 +344,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_JOIN);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_JOIN);
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p->Send_string(GetNetworkRevisionString());
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p->Send_uint32(_openttd_newgrf_version);
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p->Send_string(_settings_client.network.client_name); // Client name
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@@ -359,7 +359,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Debug(net, 9, "Client::SendNewGRFsOk()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_NEWGRFS_CHECKED);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_NEWGRFS_CHECKED);
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -372,7 +372,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::st
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{
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Debug(net, 9, "Client::SendGamePassword()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_GAME_PASSWORD);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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@@ -386,7 +386,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std:
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{
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Debug(net, 9, "Client::SendCompanyPassword()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_COMPANY_PASSWORD);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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@@ -400,7 +400,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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Debug(net, 9, "Client::status = MAP_WAIT");
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my_client->status = STATUS_MAP_WAIT;
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auto p = std::make_unique<Packet>(PACKET_CLIENT_GETMAP);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_GETMAP);
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -413,7 +413,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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Debug(net, 9, "Client::status = ACTIVE");
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my_client->status = STATUS_ACTIVE;
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auto p = std::make_unique<Packet>(PACKET_CLIENT_MAP_OK);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MAP_OK);
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -423,7 +423,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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Debug(net, 9, "Client::SendAck()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_ACK);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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p->Send_uint8 (my_client->token);
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@@ -439,7 +439,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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{
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Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_COMMAND);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMMAND);
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my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
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my_client->SendPacket(std::move(p));
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@@ -451,7 +451,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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{
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Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_CHAT);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_CHAT);
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p->Send_uint8 (action);
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p->Send_uint8 (type);
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@@ -468,7 +468,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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{
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Debug(net, 9, "Client::SendError(): errorno={}", errorno);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_ERROR);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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my_client->SendPacket(std::move(p));
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@@ -483,7 +483,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::str
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{
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Debug(net, 9, "Client::SendSetPassword()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_SET_PASSWORD);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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@@ -498,7 +498,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string
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{
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Debug(net, 9, "Client::SendSetName()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_SET_NAME);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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my_client->SendPacket(std::move(p));
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@@ -512,7 +512,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Debug(net, 9, "Client::SendQuit()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_QUIT);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_QUIT);
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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@@ -527,7 +527,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pa
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{
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Debug(net, 9, "Client::SendRCon()");
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auto p = std::make_unique<Packet>(PACKET_CLIENT_RCON);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_RCON);
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p->Send_string(pass);
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p->Send_string(command);
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my_client->SendPacket(std::move(p));
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@@ -543,7 +543,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
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{
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Debug(net, 9, "Client::SendMove(): company={}", company);
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auto p = std::make_unique<Packet>(PACKET_CLIENT_MOVE);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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