(svn r20925) -Codechange: make the client send commands have a slightly more sensible name
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@@ -19,6 +19,8 @@
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
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protected:
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static ClientNetworkGameSocketHandler *my_client;
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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@@ -43,23 +45,33 @@ protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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static NetworkRecvStatus SendNewGRFsOk();
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static NetworkRecvStatus SendGetMap();
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static NetworkRecvStatus SendMapOk();
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public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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static NetworkRecvStatus SendCompanyInformationQuery();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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static NetworkRecvStatus SendGamePassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const char *password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const char *password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const char *password, const char *command);
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static NetworkRecvStatus SendMove(CompanyID company, const char *password);
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};
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)();
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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