Merge branch 'master' into jgrpp
# Conflicts: # src/company_cmd.cpp # src/lang/japanese.txt # src/network/core/config.h # src/network/core/packet.cpp # src/network/core/tcp.cpp # src/network/network_content.cpp # src/network/network_server.cpp # src/network/network_udp.cpp # src/toolbar_gui.cpp # src/vehicle_gui_base.h
This commit is contained in:
@@ -411,7 +411,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO, SHRT_MAX);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -423,7 +423,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_JOIN, SHRT_MAX);
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p->Send_string(_openttd_revision);
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p->Send_uint32(_openttd_newgrf_version);
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p->Send_string(_settings_client.network.client_name); // Client name
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@@ -436,7 +436,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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/** Tell the server we got all the NewGRFs. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED, SHRT_MAX);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -447,7 +447,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD, SHRT_MAX);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _server_password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@@ -459,7 +459,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD, SHRT_MAX);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@@ -471,7 +471,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSettingsPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_SETTINGS_PASSWORD);
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Packet *p = new Packet(PACKET_CLIENT_SETTINGS_PASSWORD, SHRT_MAX);
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if (StrEmpty(password)) {
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p->Send_string("");
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} else {
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@@ -486,7 +486,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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my_client->status = STATUS_MAP_WAIT;
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Packet *p = new Packet(PACKET_CLIENT_GETMAP);
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Packet *p = new Packet(PACKET_CLIENT_GETMAP, SHRT_MAX);
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#if defined(WITH_ZSTD)
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p->Send_bool(true);
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#else
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@@ -501,7 +501,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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my_client->status = STATUS_ACTIVE;
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK, SHRT_MAX);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -509,7 +509,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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/** Send an acknowledgement from the server's ticks. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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Packet *p = new Packet(PACKET_CLIENT_ACK, SHRT_MAX);
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p->Send_uint32(_frame_counter);
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p->Send_uint8 (my_client->token);
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@@ -523,7 +523,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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Packet *p = new Packet(PACKET_CLIENT_COMMAND, SHRT_MAX);
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my_client->NetworkGameSocketHandler::SendCommand(p, cp);
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my_client->SendPacket(p);
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@@ -534,7 +534,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, NetworkTextMessageData data)
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{
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if (!my_client) return NETWORK_RECV_STATUS_CONN_LOST;
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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Packet *p = new Packet(PACKET_CLIENT_CHAT, SHRT_MAX);
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p->Send_uint8 (action);
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p->Send_uint8 (type);
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@@ -549,7 +549,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
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{
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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Packet *p = new Packet(PACKET_CLIENT_ERROR, SHRT_MAX);
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p->Send_uint8(errorno);
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my_client->SendPacket(p);
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@@ -560,7 +560,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncLog(const std::string &log)
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{
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for (size_t offset = 0; offset < log.size();) {
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_LOG);
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_LOG, SHRT_MAX);
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size_t size = std::min<size_t>(log.size() - offset, SHRT_MAX - 2 - p->Size());
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p->Send_uint16(size);
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p->Send_binary(log.data() + offset, size);
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@@ -574,7 +574,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncLog(const std::strin
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *msg)
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{
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_MSG);
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Packet *p = new Packet(PACKET_CLIENT_DESYNC_MSG, SHRT_MAX);
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p->Send_uint32(_date);
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p->Send_uint16(_date_fract);
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p->Send_uint8(_tick_skip_counter);
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@@ -589,7 +589,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD, SHRT_MAX);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
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my_client->SendPacket(p);
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@@ -602,7 +602,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME, SHRT_MAX);
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p->Send_string(name);
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my_client->SendPacket(p);
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@@ -614,7 +614,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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Packet *p = new Packet(PACKET_CLIENT_QUIT, SHRT_MAX);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@@ -627,7 +627,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
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{
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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Packet *p = new Packet(PACKET_CLIENT_RCON, SHRT_MAX);
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p->Send_string(GenerateCompanyPasswordHash(pass, _password_server_id, _rcon_password_game_seed));
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p->Send_string(command);
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my_client->SendPacket(p);
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@@ -641,7 +641,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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Packet *p = new Packet(PACKET_CLIENT_MOVE, SHRT_MAX);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
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my_client->SendPacket(p);
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@@ -760,7 +760,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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ci->client_playas = playas;
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strecpy(ci->client_name, name, lastof(ci->client_name));
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SetWindowDirty(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -779,7 +779,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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strecpy(ci->client_name, name, lastof(ci->client_name));
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SetWindowDirty(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -1176,7 +1176,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Pack
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delete ci;
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}
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SetWindowDirty(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -1204,7 +1204,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
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}
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SetWindowDirty(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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/* If we come here it means we could not locate the client.. strange :s */
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return NETWORK_RECV_STATUS_OKAY;
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@@ -1221,7 +1221,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
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}
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SetWindowDirty(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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