(svn r21358) -Codechange: make some network function names conform to coding style
This commit is contained in:
@@ -62,9 +62,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->Send_Packets.
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* Sending a message just before leaving the game calls cs->SendPackets.
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* This might invoke this function, which means that when we close the
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* connection after cs->Send_Packets we will close an already closed
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* connection after cs->SendPackets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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@@ -72,7 +72,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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DEBUG(net, 1, "Closed client connection %d", this->client_id);
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this->Send_Packets(true);
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this->SendPackets(true);
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delete this->GetInfo();
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delete this;
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@@ -127,7 +127,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/*static */ bool ClientNetworkGameSocketHandler::Receive()
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{
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if (my_client->CanSendReceive()) {
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NetworkRecvStatus res = my_client->Recv_Packets();
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NetworkRecvStatus res = my_client->ReceivePackets();
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if (res != NETWORK_RECV_STATUS_OKAY) {
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/* The client made an error of which we can not recover
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* close the client and drop back to main menu */
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@@ -141,7 +141,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/** Send the packets of this socket handler. */
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/*static */ void ClientNetworkGameSocketHandler::Send()
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{
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my_client->Send_Packets();
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my_client->SendPackets();
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my_client->CheckConnection();
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}
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@@ -277,7 +277,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -292,14 +292,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (NETLANG_ANY); // Language
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -307,7 +307,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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{
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -315,7 +315,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -331,7 +331,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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* will have the lower bits set to 0. As such they would become
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* incompatible, which we would like to prevent by this. */
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if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -340,7 +340,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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my_client->status = STATUS_ACTIVE;
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -349,7 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -357,9 +357,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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my_client->Send_Command(p, cp);
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my_client->NetworkGameSocketHandler::SendCommand(p, cp);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -374,7 +374,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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p->Send_string(msg);
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p->Send_uint64(data);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -384,7 +384,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -393,7 +393,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -402,7 +402,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -410,7 +410,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -419,7 +419,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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p->Send_string(pass);
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p->Send_string(command);
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -428,7 +428,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(pass));
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my_client->Send_Packet(p);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -597,7 +597,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
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/* Check all GRFs */
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for (; grf_count > 0; grf_count--) {
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GRFIdentifier c;
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this->Recv_GRFIdentifier(p, &c);
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this->ReceiveGRFIdentifier(p, &c);
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/* Check whether we know this GRF */
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const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
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@@ -779,7 +779,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
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* the server will give us a client-id and let us in */
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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ShowJoinStatusWindow();
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NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
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NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
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}
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} else {
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/* take control over an existing company */
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@@ -837,7 +837,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
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if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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CommandPacket cp;
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const char *err = this->Recv_Command(p, &cp);
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const char *err = this->ReceiveCommand(p, &cp);
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cp.frame = p->Recv_uint32();
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cp.my_cmd = p->Recv_bool();
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