(svn r20925) -Codechange: make the client send commands have a slightly more sensible name

This commit is contained in:
rubidium
2010-10-15 14:29:13 +00:00
parent 41e6567c0d
commit 8f4638ed0f
7 changed files with 89 additions and 71 deletions

View File

@@ -19,6 +19,8 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
protected:
static ClientNetworkGameSocketHandler *my_client;
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
@@ -43,23 +45,33 @@ protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
static NetworkRecvStatus SendNewGRFsOk();
static NetworkRecvStatus SendGetMap();
static NetworkRecvStatus SendMapOk();
public:
ClientNetworkGameSocketHandler(SOCKET s);
~ClientNetworkGameSocketHandler();
static NetworkRecvStatus SendCompanyInformationQuery();
static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
static NetworkRecvStatus SendError(NetworkErrorCode errorno);
static NetworkRecvStatus SendQuit();
static NetworkRecvStatus SendAck();
static NetworkRecvStatus SendGamePassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const char *password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
static NetworkRecvStatus SendSetPassword(const char *password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
};
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)();
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();