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

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