Codechange: use references for handling received TCP packets
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@@ -61,9 +61,9 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool)
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* @param p the packet to handle
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* @return #NetworkRecvStatus of handling.
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*/
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NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
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{
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PacketGameType type = (PacketGameType)p->Recv_uint8();
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PacketGameType type = (PacketGameType)p.Recv_uint8();
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if (this->HasClientQuit()) {
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Debug(net, 0, "[tcp/game] Received invalid packet from client {}", this->client_id);
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@@ -137,7 +137,7 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
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{
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std::unique_ptr<Packet> p;
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while ((p = this->ReceivePacket()) != nullptr) {
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NetworkRecvStatus res = HandlePacket(p.get());
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NetworkRecvStatus res = HandlePacket(*p);
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if (res != NETWORK_RECV_STATUS_OKAY) return res;
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}
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@@ -155,50 +155,50 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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void NetworkGameSocketHandler::DeferDeletion()
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{
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