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
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@@ -27,26 +27,26 @@ class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<
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byte *rcon_reply_key = nullptr;
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protected:
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SETTINGS_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_SYNC_DATA(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_SETTINGS_PASSWORD(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_LOG(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_MSG(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_DESYNC_SYNC_DATA(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p) override;
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NetworkRecvStatus SendGameInfo();
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NetworkRecvStatus SendGameInfoExtended(PacketGameType reply_type, uint16_t flags, uint16_t version);
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@@ -55,7 +55,7 @@ protected:
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NetworkRecvStatus SendNeedGamePassword();
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NetworkRecvStatus SendNeedCompanyPassword();
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bool ParseKeyPasswordPacket(Packet *p, NetworkSharedSecrets &ss, const std::string &password, std::string *payload, size_t length);
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bool ParseKeyPasswordPacket(Packet &p, NetworkSharedSecrets &ss, const std::string &password, std::string *payload, size_t length);
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public:
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/** Status of a client */
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@@ -80,7 +80,7 @@ public:
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byte last_token; ///< The last random token we did send to verify the client is listening
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uint32_t last_token_frame; ///< The last frame we received the right token
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ClientStatus status; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery; conceptually more a bucket to gather commands in, after which the whole bucket is sent to the client.
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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bool settings_authed = false;///< Authorised to control all game settings
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bool supports_zstd = false; ///< Client supports zstd compression
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@@ -121,7 +121,7 @@ public:
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCommand(const CommandPacket &cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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NetworkRecvStatus SendSettingsAccessUpdate(bool ok);
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