@@ -23,7 +23,7 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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NetworkGameKeys intl_keys;
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uint64 min_key_message_id = 0;
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uint64_t min_key_message_id = 0;
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byte *rcon_reply_key = nullptr;
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protected:
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@@ -49,7 +49,7 @@ protected:
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus SendGameInfo();
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NetworkRecvStatus SendGameInfoExtended(PacketGameType reply_type, uint16 flags, uint16 version);
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NetworkRecvStatus SendGameInfoExtended(PacketGameType reply_type, uint16_t flags, uint16_t version);
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NetworkRecvStatus SendNewGRFCheck();
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendNeedGamePassword();
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@@ -78,7 +78,7 @@ public:
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byte lag_test; ///< Byte used for lag-testing the client
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byte last_token; ///< The last random token we did send to verify the client is listening
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uint32 last_token_frame; ///< The last frame we received the right token
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uint32_t last_token_frame; ///< The last frame we received the right token
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ClientStatus status; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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@@ -109,7 +109,7 @@ public:
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NetworkRecvStatus SendQuit(ClientID client_id);
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NetworkRecvStatus SendShutdown();
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NetworkRecvStatus SendNewGame();
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NetworkRecvStatus SendRConResult(uint16 colour, const std::string &command);
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NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command);
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NetworkRecvStatus SendRConDenied();
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NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
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||||
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Block a user