Codechange: pass the socket handler that is going to send the packet into the packet

This commit is contained in:
Rubidium
2024-02-04 12:31:56 +01:00
committed by rubidium42
parent 3c488e1eb8
commit 6eff879e49
12 changed files with 91 additions and 90 deletions

View File

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