Adding of _t to (u)int types, and WChar to char32_t

See: eaae0bb5e
This commit is contained in:
Jonathan G Rennison
2024-01-07 16:41:53 +00:00
parent 55d78a23be
commit 97e6f3062e
655 changed files with 7555 additions and 7555 deletions

View File

@@ -191,15 +191,15 @@ protected:
* Try to join the server:
* string OpenTTD revision (norev000 if no revision).
* string Name of the client (max NETWORK_NAME_LENGTH).
* uint8 ID of the company to play as (1..MAX_COMPANIES).
* uint8 ID of the clients Language.
* uint8_t ID of the company to play as (1..MAX_COMPANIES).
* uint8_t ID of the clients Language.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
* uint8_t Error code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
@@ -226,9 +226,9 @@ protected:
/**
* Send information about a client:
* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8 ID of the company the client is playing as (255 for spectators).
* string Name of the client.
* uint32_t ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8_t ID of the company the client is playing as (255 for spectators).
* string Name of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
@@ -241,32 +241,32 @@ protected:
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
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.
* uint8_t Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
* uint8_t Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
* uint8_t Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SETTINGS_PASSWORD(Packet *p);
@@ -280,37 +280,37 @@ protected:
/**
* The client is joined and ready to receive their map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
* uint32_t Own client ID.
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
* uint32_t NewGRF version (release versions of OpenTTD only).
* @param p The packet that was just received.
*/
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.
* uint8_t Number of clients waiting in front of you.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
/**
* Sends that the server will begin with sending the map to the client:
* uint32 Current frame.
* uint32_t Current frame.
* @param p The packet that was just received.
*/
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).
* uint32_t Size of the (compressed) map (in bytes).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
@@ -336,93 +336,93 @@ protected:
/**
* 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.
* uint32_t ID of the client that just joined the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
/**
* Sends the current frame counter to the client:
* uint32 Frame counter
* uint32 Frame counter max (how far may the client walk before the server?)
* uint32 General seed 1 (dependent on compile settings, not default).
* uint32 General seed 2 (dependent on compile settings, not default).
* uint8 Random token to validate the client is actually listening (only occasionally present).
* uint32_t Frame counter
* uint32_t Frame counter max (how far may the client walk before the server?)
* uint32_t General seed 1 (dependent on compile settings, not default).
* uint32_t General seed 2 (dependent on compile settings, not default).
* uint8_t Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
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 (dependent on compile settings, not default).
* uint32_t Frame counter.
* uint32_t General seed 1.
* uint32_t General seed 2 (dependent on compile settings, not default).
* @param p The packet that was just received.
*/
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.
* uint32_t Current frame counter of the client.
* uint8_t The random token that the server sent in the PACKET_SERVER_FRAME packet.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
/**
* Send a DoCommand to the Server:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variables used in DoCommand).
* uint32 P2
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* uint8_t ID of the company (0..MAX_COMPANIES-1).
* uint32_t ID of the command (see command.h).
* uint32_t P1 (free variables used in DoCommand).
* uint32_t P2
* uint32_t Tile where this is taking place.
* string Text.
* uint8_t ID of the callback.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
/**
* Sends a DoCommand to the client:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variable used in DoCommand).
* uint32 P2.
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
* uint8_t ID of the company (0..MAX_COMPANIES-1).
* uint32_t ID of the command (see command.h).
* uint32_t P1 (free variable used in DoCommand).
* uint32_t P2.
* uint32_t Tile where this is taking place.
* string Text.
* uint8_t ID of the callback.
* uint32_t Frame of execution.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
/**
* Sends a chat-packet to the server:
* uint8 ID of the action (see NetworkAction).
* uint8 ID of the destination type (see DestType).
* 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).
* uint8_t ID of the action (see NetworkAction).
* uint8_t ID of the destination type (see DestType).
* uint32_t ID of the client or company (destination of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
/**
* Sends a chat-packet to the client:
* uint8 ID of the action (see NetworkAction).
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
* uint8_t ID of the action (see NetworkAction).
* uint32_t ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
/**
* Sends a chat-packet for external source to the client:
* string Name of the source this message came from.
* uint16 TextColour to use for the message.
* string Name of the user who sent the messsage.
* string Message (max NETWORK_CHAT_LENGTH).
* string Name of the source this message came from.
* uint16_t TextColour to use for the message.
* string Name of the user who sent the messsage.
* string Message (max NETWORK_CHAT_LENGTH).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet *p);
@@ -449,7 +449,7 @@ protected:
/**
* The client made an error and is quitting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
* uint8_t Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
@@ -460,15 +460,15 @@ protected:
/**
* Notification that a client left the game:
* uint32 ID of the client.
* uint32_t ID of the client.
* @param p The packet that was just received.
*/
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).
* uint32_t ID of the client that caused the error.
* uint8_t Code of the error caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
@@ -487,7 +487,7 @@ protected:
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* uint16_t Colour code.
* string Output of the RCon command
* @param p The packet that was just received.
*/
@@ -503,9 +503,9 @@ protected:
/**
* 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
* uint8_t Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
* uint32_t GRF ID
* 16 * uint8_t MD5 checksum of the GRF
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
@@ -518,15 +518,15 @@ protected:
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
* uint32_t ID of the client.
* uint8_t ID of the new company.
* @param p The packet that was just received.
*/
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.
* uint8_t 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.
*/
@@ -534,15 +534,15 @@ protected:
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
* uint16_t Bitwise representation of each company
* @param p The packet that was just received.
*/
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.
* uint8_t Maximum number of companies allowed.
* uint8_t Maximum number of spectators allowed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
@@ -551,12 +551,12 @@ protected:
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
CommandQueue incoming_queue; ///< The command-queue awaiting handling
ClientID client_id; ///< Client identifier
uint32_t last_frame; ///< Last frame we have executed
uint32_t last_frame_server; ///< Last frame the server has executed
CommandQueue incoming_queue; ///< The command-queue awaiting handling
std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.
PacketGameType last_pkt_type;///< Last received packet type
PacketGameType last_pkt_type; ///< Last received packet type
NetworkRecvStatus CloseConnection(bool error = true) override;