(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation
This commit is contained in:
@@ -74,49 +74,49 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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this->last_packet = _realtime_tick;
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switch (this->HasClientQuit() ? PACKET_END : type) {
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GAME_COMMAND(PACKET_SERVER_FULL)
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GAME_COMMAND(PACKET_SERVER_BANNED)
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GAME_COMMAND(PACKET_CLIENT_JOIN)
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GAME_COMMAND(PACKET_SERVER_ERROR)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
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GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_WELCOME)
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GAME_COMMAND(PACKET_CLIENT_GETMAP)
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GAME_COMMAND(PACKET_SERVER_WAIT)
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GAME_COMMAND(PACKET_SERVER_MAP_BEGIN)
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GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
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GAME_COMMAND(PACKET_SERVER_MAP_DATA)
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GAME_COMMAND(PACKET_SERVER_MAP_DONE)
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GAME_COMMAND(PACKET_CLIENT_MAP_OK)
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GAME_COMMAND(PACKET_SERVER_JOIN)
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GAME_COMMAND(PACKET_SERVER_FRAME)
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GAME_COMMAND(PACKET_SERVER_SYNC)
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GAME_COMMAND(PACKET_CLIENT_ACK)
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GAME_COMMAND(PACKET_CLIENT_COMMAND)
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GAME_COMMAND(PACKET_SERVER_COMMAND)
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GAME_COMMAND(PACKET_CLIENT_CHAT)
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GAME_COMMAND(PACKET_SERVER_CHAT)
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GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_SET_NAME)
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GAME_COMMAND(PACKET_CLIENT_QUIT)
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GAME_COMMAND(PACKET_CLIENT_ERROR)
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GAME_COMMAND(PACKET_SERVER_QUIT)
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GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
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GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
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GAME_COMMAND(PACKET_SERVER_NEWGAME)
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GAME_COMMAND(PACKET_SERVER_RCON)
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GAME_COMMAND(PACKET_CLIENT_RCON)
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GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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GAME_COMMAND(PACKET_SERVER_MOVE)
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GAME_COMMAND(PACKET_CLIENT_MOVE)
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GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
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case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
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case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
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case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
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case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
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case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
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case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
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case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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case PACKET_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
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case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
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case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
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case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
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case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
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case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
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case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
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case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
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case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
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case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
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case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
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case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
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case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
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case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
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case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
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case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
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case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
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case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
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case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
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case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
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case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
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case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
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case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
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case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
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case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
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case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
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case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
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case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
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case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
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case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
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case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
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case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
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case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
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default:
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this->CloseConnection();
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@@ -150,61 +150,58 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
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}
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/**
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* Create stub implementations for all receive commands that only
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* show a warning that the given command is not available for the
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* socket where the packet came from.
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* @param type the packet type to create the stub for
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* Helper for logging receiving invalid packets.
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* @param type The received packet type.
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* @return The status the network should have, in this case: "malformed packet error".
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*/
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#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
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NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
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{ \
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DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
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type, this->client_id); \
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return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
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NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
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{
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DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", type, this->client_id);
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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#endif /* ENABLE_NETWORK */
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@@ -148,9 +148,6 @@ public:
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uint Count() const { return this->count; }
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};
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#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
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#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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@@ -158,16 +155,19 @@ private:
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NetworkClientInfo *info; ///< Client info related to this socket
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protected:
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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/**
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* Notification that the server is full.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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/**
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* Notification that the client trying to join is banned.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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/**
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* Try to join the server:
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@@ -175,19 +175,22 @@ protected:
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* string Name of the client (max NETWORK_NAME_LENGTH).
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* uint8 ID of the company to play as (1..MAX_COMPANIES).
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* uint8 ID of the clients Language.
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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/**
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* The client made an error:
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* uint8 Error code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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/**
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* Request company information (in detail).
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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/**
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* Sends information about the companies (one packet per company):
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@@ -213,96 +216,111 @@ protected:
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* uint16 Number of harbours.
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* bool Company is an AI.
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* string Client names (comma separated list)
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* @param p The packet that was just received.
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*/
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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* Send information about a client:
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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* uint8 ID of the company the client is playing as (255 for spectators).
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* string Name of the client.
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* @param p The packet that was just received.
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||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
|
||||
|
||||
/**
|
||||
* Indication to the client that the server needs a game password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Indication to the client that the server needs a company password:
|
||||
* uint32 Generation seed.
|
||||
* string Network ID of the server.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a password to the server to authorize:
|
||||
* uint8 Password type (see NetworkPasswordType).
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a password to the server to authorize
|
||||
* uint8 Password type (see NetworkPasswordType).
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* The client is joined and ready to receive his map:
|
||||
* uint32 Own client ID.
|
||||
* uint32 Generation seed.
|
||||
* string Network ID of the server.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
|
||||
|
||||
/**
|
||||
* Request the map from the server.
|
||||
* uint32 NewGRF version (release versions of OpenTTD only).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
|
||||
|
||||
/**
|
||||
* Notification that another client is currently receiving the map:
|
||||
* uint8 Number of clients waiting in front of you.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends that the server will begin with sending the map to the client:
|
||||
* uint32 Current frame.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the size of the map to the client.
|
||||
* uint32 Size of the (compressed) map (in bytes).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the data of the map to the client:
|
||||
* Contains a part of the map (until max size of packet).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends that all data of the map are sent to the client:
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server that we are done receiving/loading the map.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
|
||||
|
||||
/**
|
||||
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
|
||||
* uint32 ID of the client that just joined the game.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends the current frame counter to the client:
|
||||
@@ -311,23 +329,26 @@ protected:
|
||||
* uint32 General seed 1 (dependant on compile settings, not default).
|
||||
* uint32 General seed 2 (dependant on compile settings, not default).
|
||||
* uint8 Random token to validate the client is actually listening (only occasionally present).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a sync-check to the client:
|
||||
* uint32 Frame counter.
|
||||
* uint32 General seed 1.
|
||||
* uint32 General seed 2 (dependant on compile settings, not default).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server we are done with this frame:
|
||||
* uint32 Current frame counter of the client.
|
||||
* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
|
||||
|
||||
/**
|
||||
* Send a DoCommand to the Server:
|
||||
@@ -338,8 +359,9 @@ protected:
|
||||
* uint32 Tile where this is taking place.
|
||||
* string Text.
|
||||
* uint8 ID of the callback.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a DoCommand to the client:
|
||||
@@ -351,8 +373,9 @@ protected:
|
||||
* string Text.
|
||||
* uint8 ID of the callback.
|
||||
* uint32 Frame of execution.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a chat-packet to the server:
|
||||
@@ -361,8 +384,9 @@ protected:
|
||||
* uint32 ID of the client or company (destination of the chat).
|
||||
* string Message (max NETWORK_CHAT_LENGTH).
|
||||
* uint64 data (used e.g. for 'give money' actions).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends a chat-packet to the client:
|
||||
@@ -370,108 +394,125 @@ protected:
|
||||
* uint32 ID of the client (origin of the chat).
|
||||
* string Message (max NETWORK_CHAT_LENGTH).
|
||||
* uint64 data (used e.g. for 'give money' actions).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
|
||||
|
||||
/**
|
||||
* Set the password for the clients current company:
|
||||
* string The password.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
|
||||
|
||||
/**
|
||||
* Gives the client a new name:
|
||||
* string New name of the client.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
|
||||
|
||||
/**
|
||||
* The client is quiting the game.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* The client made an error and is quiting the game.
|
||||
* uint8 Error of the code caused (see NetworkErrorCode).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
|
||||
|
||||
/**
|
||||
* Notification that a client left the game:
|
||||
* uint32 ID of the client.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Inform all clients that one client made an error and thus has quit/been disconnected:
|
||||
* uint32 ID of the client that caused the error.
|
||||
* uint8 Code of the error caused (see NetworkErrorCode).
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
|
||||
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
|
||||
|
||||
/**
|
||||
* Let the clients know that the server is closing.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
|
||||
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
|
||||
|
||||
/**
|
||||
* Let the clients know that the server is loading a new map.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
|
||||
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
|
||||
|
||||
/**
|
||||
* Send the result of an issues RCon command back to the client:
|
||||
* uint16 Colour code.
|
||||
* string Output of the RCon command
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
|
||||
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
|
||||
|
||||
/**
|
||||
* Send an RCon command to the server:
|
||||
* string RCon password.
|
||||
* string Command to be executed.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
|
||||
|
||||
/**
|
||||
* Sends information about all used GRFs to the client:
|
||||
* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
|
||||
* uint32 GRF ID
|
||||
* 16 * uint8 MD5 checksum of the GRF
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
|
||||
|
||||
/**
|
||||
* Tell the server that we have the required GRFs
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
|
||||
|
||||
/**
|
||||
* Move a client from one company into another:
|
||||
* uint32 ID of the client.
|
||||
* uint8 ID of the new company.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
|
||||
|
||||
/**
|
||||
* Request the server to move this client into another company:
|
||||
* uint8 ID of the company the client wants to join.
|
||||
* string Password, if the company is password protected.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
|
||||
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
|
||||
|
||||
/**
|
||||
* Update the clients knowledge of which company is password protected:
|
||||
* uint16 Bitwise representation of each company
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
|
||||
|
||||
/**
|
||||
* Update the clients knowledge of the max settings:
|
||||
* uint8 Maximum number of companies allowed.
|
||||
* uint8 Maximum number of spectators allowed.
|
||||
* @param p The packet that was just received.
|
||||
*/
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
|
||||
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
|
||||
|
||||
NetworkRecvStatus HandlePacket(Packet *p);
|
||||
|
||||
|
Reference in New Issue
Block a user