Merge tag '14.0-beta3' into jgrpp
# Conflicts: # regression/regression/result.txt # src/industrytype.h # src/network/core/config.h # src/network/core/network_game_info.cpp # src/network/core/network_game_info.h # src/network/core/packet.cpp # src/network/core/packet.h # src/network/core/tcp.cpp # src/network/core/tcp.h # src/network/core/tcp_admin.cpp # src/network/core/tcp_content.cpp # src/network/core/tcp_coordinator.cpp # src/network/core/tcp_game.cpp # src/network/core/tcp_game.h # src/network/core/tcp_turn.cpp # src/network/core/udp.cpp # src/network/core/udp.h # src/network/network_admin.cpp # src/network/network_client.cpp # src/network/network_client.h # src/network/network_command.cpp # src/network/network_content.cpp # src/network/network_internal.h # src/network/network_query.cpp # src/network/network_query.h # src/network/network_server.cpp # src/network/network_server.h # src/network/network_turn.cpp # src/network/network_udp.cpp # src/rail_gui.cpp # src/road_gui.cpp
This commit is contained in:
@@ -124,10 +124,10 @@ public:
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}
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};
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet &p)
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{
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NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p->Recv_uint8();
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std::string detail = p->Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
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NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p.Recv_uint8();
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std::string detail = p.Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
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switch (error) {
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case NETWORK_COORDINATOR_ERROR_UNKNOWN:
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@@ -174,14 +174,14 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
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}
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &p)
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{
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/* Schedule sending an update. */
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this->next_update = std::chrono::steady_clock::now();
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_settings_client.network.server_invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
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_settings_client.network.server_invite_code_secret = p->Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
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_network_server_connection_type = (ConnectionType)p->Recv_uint8();
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_settings_client.network.server_invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
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_settings_client.network.server_invite_code_secret = p.Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
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_network_server_connection_type = (ConnectionType)p.Recv_uint8();
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if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
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ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL, WL_ERROR);
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@@ -230,9 +230,9 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet &p)
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{
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uint8_t servers = p->Recv_uint16();
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uint8_t servers = p.Recv_uint16();
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/* End of list; we can now remove all expired items from the list. */
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if (servers == 0) {
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@@ -241,11 +241,11 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
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}
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for (; servers > 0; servers--) {
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std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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/* Read the NetworkGameInfo from the packet. */
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NetworkGameInfo ngi = {};
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DeserializeNetworkGameInfo(p, &ngi, &this->newgrf_lookup_table);
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DeserializeNetworkGameInfo(p, ngi, &this->newgrf_lookup_table);
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/* Now we know the connection string, we can add it to our list. */
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NetworkGameList *item = NetworkGameListAddItem(connection_string);
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@@ -266,10 +266,10 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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std::string invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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std::string invite_code = p.Recv_string(NETWORK_INVITE_CODE_LENGTH);
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/* Find the connecter based on the invite code. */
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auto connecter_pre_it = this->connecter_pre.find(invite_code);
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@@ -285,20 +285,20 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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this->CloseToken(token);
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p->Recv_uint8();
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std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
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uint16_t port = p->Recv_uint16();
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p.Recv_uint8();
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std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
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uint16_t port = p.Recv_uint16();
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/* Ensure all other pending connection attempts are killed. */
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if (this->game_connecter != nullptr) {
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@@ -310,22 +310,22 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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this->stun_handlers[token][AF_INET6] = ClientNetworkStunSocketHandler::Stun(token, AF_INET6);
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this->stun_handlers[token][AF_INET] = ClientNetworkStunSocketHandler::Stun(token, AF_INET);
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p->Recv_uint8();
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uint8_t family = p->Recv_uint8();
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std::string host = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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uint16_t port = p->Recv_uint16();
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p.Recv_uint8();
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uint8_t family = p.Recv_uint8();
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std::string host = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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uint16_t port = p.Recv_uint16();
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/* Check if we know this token. */
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auto stun_it = this->stun_handlers.find(token);
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@@ -353,24 +353,24 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet &p)
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{
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this->newgrf_lookup_table_cursor = p->Recv_uint32();
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this->newgrf_lookup_table_cursor = p.Recv_uint32();
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uint16_t newgrfs = p->Recv_uint16();
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uint16_t newgrfs = p.Recv_uint16();
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for (; newgrfs> 0; newgrfs--) {
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uint32_t index = p->Recv_uint32();
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DeserializeGRFIdentifierWithName(p, &this->newgrf_lookup_table[index]);
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uint32_t index = p.Recv_uint32();
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DeserializeGRFIdentifierWithName(p, this->newgrf_lookup_table[index]);
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}
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return true;
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}
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet *p)
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bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &p)
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{
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std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p->Recv_uint8();
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std::string ticket = p->Recv_string(NETWORK_TOKEN_LENGTH);
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std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH);
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uint8_t tracking_number = p.Recv_uint8();
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std::string ticket = p.Recv_string(NETWORK_TOKEN_LENGTH);
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std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
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/* Ensure all other pending connection attempts are killed. */
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if (this->game_connecter != nullptr) {
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@@ -458,7 +458,7 @@ void ClientNetworkCoordinatorSocketHandler::Register()
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this->Connect();
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Packet *p = new Packet(PACKET_COORDINATOR_SERVER_REGISTER);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERVER_REGISTER);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_uint8(_settings_client.network.server_game_type);
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p->Send_uint16(_settings_client.network.server_port);
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@@ -470,7 +470,7 @@ void ClientNetworkCoordinatorSocketHandler::Register()
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p->Send_string(_settings_client.network.server_invite_code_secret);
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}
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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}
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/**
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@@ -480,11 +480,11 @@ void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
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{
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DEBUG(net, 6, "Sending server update to Game Coordinator");
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Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
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SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
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}
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@@ -498,13 +498,13 @@ void ClientNetworkCoordinatorSocketHandler::GetListing()
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_network_game_list_version++;
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Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_LISTING);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_LISTING);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_uint8(NETWORK_GAME_INFO_VERSION);
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p->Send_string(_openttd_revision);
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p->Send_uint32(this->newgrf_lookup_table_cursor);
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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}
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/**
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@@ -530,11 +530,11 @@ void ClientNetworkCoordinatorSocketHandler::ConnectToServer(const std::string &i
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this->Connect();
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Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECT);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_CONNECT);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_string(invite_code);
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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}
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/**
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@@ -547,12 +547,12 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &to
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/* Connecter will destroy itself. */
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this->game_connecter = nullptr;
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Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_string(token);
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p->Send_uint8(tracking_number);
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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/* We do not close the associated connecter here yet, as the
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* Game Coordinator might have other methods of connecting available. */
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@@ -578,10 +578,10 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
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} else {
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/* The client informs the Game Coordinator about the success. The server
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* doesn't have to, as it is implied by the client telling. */
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Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_CLIENT_CONNECTED);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_string(token);
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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/* Find the connecter; it can happen it no longer exist, in cases where
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* we aborted the connect but the Game Coordinator was already in the
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@@ -606,12 +606,12 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
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*/
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void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string &token, uint8_t family, bool result)
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{
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Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
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auto p = std::make_unique<Packet>(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_string(token);
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p->Send_uint8(family);
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p->Send_bool(result);
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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}
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/**
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