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

@@ -185,7 +185,7 @@ struct PacketWriter : SaveFilter {
/* Fast-track the size to the client. */
this->map_size_packet.reset(new Packet(PACKET_SERVER_MAP_SIZE, SHRT_MAX));
this->map_size_packet->Send_uint32((uint32)this->total_size);
this->map_size_packet->Send_uint32((uint32_t)this->total_size);
}
};
@@ -216,7 +216,7 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
extern void RemoveVirtualTrainsOfUser(uint32 user);
extern void RemoveVirtualTrainsOfUser(uint32_t user);
RemoveVirtualTrainsOfUser(this->client_id);
if (this->savegame != nullptr) {
@@ -265,7 +265,7 @@ bool ServerNetworkGameSocketHandler::ParseKeyPasswordPacket(Packet *p, NetworkSh
/* Decrypt in place, use first half of hash as key */
if (crypto_aead_unlock(message.data(), mac, ss.shared_data, nonce, client_pub_key, 32, message.data(), message.size()) == 0) {
SubPacketDeserialiser spd(p, message);
uint64 message_id = spd.Recv_uint64();
uint64_t message_id = spd.Recv_uint64();
if (message_id < this->min_key_message_id) {
/* ID has not increased monotonically, reject the message */
return false;
@@ -419,7 +419,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfoExtended(PacketGameType reply_type, uint16 flags, uint16 version)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfoExtended(PacketGameType reply_type, uint16_t flags, uint16_t version)
{
Packet *p = new Packet(reply_type, SHRT_MAX);
SerializeNetworkGameInfoExtended(p, GetCurrentNetworkServerGameInfo(), flags, version);
@@ -483,7 +483,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendDesyncLog(const std::strin
for (size_t offset = 0; offset < log.size();) {
Packet *p = new Packet(PACKET_SERVER_DESYNC_LOG, SHRT_MAX);
size_t size = std::min<size_t>(log.size() - offset, SHRT_MAX - 2 - p->Size());
p->Send_uint16(static_cast<uint16>(size));
p->Send_uint16(static_cast<uint16_t>(size));
p->Send_binary((const byte *)(log.data() + offset), size);
this->SendPacket(p);
@@ -503,7 +503,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
}
p->Send_uint32 (grf_count);
p->Send_uint32(grf_count);
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
}
@@ -835,7 +835,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
{
assert(this->rcon_reply_key != nullptr);
@@ -845,10 +845,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour,
buffer.Send_string(command);
/* Message authentication code */
uint8 mac[16];
uint8_t mac[16];
/* Use only once per key: random */
uint8 nonce[24];
uint8_t nonce[24];
NetworkRandomBytesWithFallback(nonce, 24);
/* Encrypt in place, use first half of hash as key */
@@ -893,7 +893,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE, SHRT_MAX);
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16));
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -928,8 +928,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packe
{
if (p->CanReadFromPacket(9) && p->Recv_uint32() == FIND_SERVER_EXTENDED_TOKEN) {
PacketGameType reply_type = (PacketGameType)p->Recv_uint8();
uint16 flags = p->Recv_uint16();
uint16 version = p->Recv_uint16();
uint16_t flags = p->Recv_uint16();
uint16_t version = p->Recv_uint16();
return this->SendGameInfoExtended(reply_type, flags, version);
} else {
return this->SendGameInfo();
@@ -970,7 +970,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32 newgrf_version = p->Recv_uint32();
uint32_t newgrf_version = p->Recv_uint32();
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision.c_str()) || _openttd_newgrf_version != newgrf_version) {
@@ -1258,7 +1258,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
NetworkRecvStatus rx_status = p->CanReadFromPacket(1) ? (NetworkRecvStatus)p->Recv_uint8() : NETWORK_RECV_STATUS_OKAY;
int8 status = p->CanReadFromPacket(1) ? (int8)p->Recv_uint8() : -1;
int8_t status = p->CanReadFromPacket(1) ? (int8_t)p->Recv_uint8() : -1;
PacketGameType last_pkt_type = p->CanReadFromPacket(1) ? (PacketGameType)p->Recv_uint8() : PACKET_END;
/* The client was never joined.. thank the client for the packet, but ignore it */
@@ -1293,7 +1293,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
this->SendDesyncLog(server_desync_log);
// decrease the sync frequency for this point onwards
_settings_client.network.sync_freq = std::min<uint16>(_settings_client.network.sync_freq, 16);
_settings_client.network.sync_freq = std::min<uint16_t>(_settings_client.network.sync_freq, 16);
// have the server and all clients run some sanity checks
NetworkSendCommand(0, 0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, nullptr);
@@ -1321,18 +1321,18 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Pack
{
Date date = p->Recv_uint32();
DateFract date_fract = p->Recv_uint16();
uint8 tick_skip_counter = p->Recv_uint8();
uint8_t tick_skip_counter = p->Recv_uint8();
std::string msg;
p->Recv_string(msg);
DEBUG(desync, 0, "Client-id %d desync msg: %s", this->client_id, msg.c_str());
extern void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter, uint32 src_id, std::string msg);
extern void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8_t tick_skip_counter, uint32_t src_id, std::string msg);
LogRemoteDesyncMsg(date, date_fract, tick_skip_counter, this->client_id, std::move(msg));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_SYNC_DATA(Packet *p)
{
uint32 frame_count = p->Recv_uint32();
uint32_t frame_count = p->Recv_uint32();
DEBUG(net, 2, "Received desync sync data: %u frames", frame_count);
@@ -1341,10 +1341,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_SYNC_DAT
size_t record_count_offset = 0;
size_t record_offset = 0;
for (uint i = 0; i < frame_count; i++) {
uint32 item_count = p->Recv_uint32();
uint32_t item_count = p->Recv_uint32();
if (item_count == 0) continue;
uint32 local_item_count = 0;
uint32 frame = 0;
uint32_t local_item_count = 0;
uint32_t frame = 0;
NetworkSyncRecordEvents event = NSRE_BEGIN;
for (uint j = 0; j < item_count; j++) {
if (j == 0) {
@@ -1360,8 +1360,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_SYNC_DAT
} else {
event = (NetworkSyncRecordEvents)p->Recv_uint32();
}
uint32 seed_1 = p->Recv_uint32();
uint64 state_checksum = p->Recv_uint64();
uint32_t seed_1 = p->Recv_uint32();
uint64_t state_checksum = p->Recv_uint64();
if (j == local_item_count) {
this->desync_frame_info = stdstr_fmt("Desync subframe count mismatch: extra client record: %08X, %s", frame, GetSyncRecordEventName(event));
return NETWORK_RECV_STATUS_OKAY;
@@ -1422,7 +1422,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
uint32_t frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
@@ -1438,7 +1438,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
}
/* Get, and validate the token. */
uint8 token = p->Recv_uint8();
uint8_t token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting