(svn r20925) -Codechange: make the client send commands have a slightly more sensible name

This commit is contained in:
rubidium 2010-10-15 14:29:13 +00:00
parent 0ca7e4e82e
commit 515edee17c
7 changed files with 89 additions and 71 deletions

View File

@ -279,7 +279,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
/* This means we fucked up and the server closed the connection */ /* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL && if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) { res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno); MyClient::SendError(errorno);
} }
_switch_mode = SM_MENU; _switch_mode = SM_MENU;
@ -633,7 +633,7 @@ static void NetworkClose()
FOR_ALL_CLIENT_SOCKETS(cs) { FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) { if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)(); MyClient::SendQuit();
cs->Send_Packets(); cs->Send_Packets();
} }
NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST); NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
@ -687,7 +687,7 @@ public:
{ {
_networking = true; _networking = true;
NetworkAllocClient(s); NetworkAllocClient(s);
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); MyClient::SendCompanyInformationQuery();
} }
}; };
@ -1003,7 +1003,7 @@ static bool NetworkDoClientLoop()
* frame as he is.. so we can start playing! */ * frame as he is.. so we can start playing! */
if (_network_first_time) { if (_network_first_time) {
_network_first_time = false; _network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)(); MyClient::SendAck();
} }
_sync_frame = 0; _sync_frame = 0;

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@ -264,7 +264,7 @@ static void SendChat(const char *buf, DestType type, int dest)
{ {
if (StrEmpty(buf)) return; if (StrEmpty(buf)) return;
if (!_network_server) { if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0); MyClient::SendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0);
} else { } else {
NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, CLIENT_ID_SERVER); NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, CLIENT_ID_SERVER);
} }

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@ -40,10 +40,19 @@
*/ */
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
{ {
assert(ClientNetworkGameSocketHandler::my_client == NULL);
ClientNetworkGameSocketHandler::my_client = this;
} }
/* So we don't make too much typos ;) */ /** Clear whatever we assigned. */
#define MY_CLIENT NetworkClientSocket::Get(0) ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
{
assert(ClientNetworkGameSocketHandler::my_client == this);
ClientNetworkGameSocketHandler::my_client = NULL;
}
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
static uint32 last_ack_frame; static uint32 last_ack_frame;
@ -120,7 +129,7 @@ void HashCurrentCompanyPassword(const char *password)
* DEF_CLIENT_SEND_COMMAND has no parameters * DEF_CLIENT_SEND_COMMAND has no parameters
************/ ************/
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{ {
/* /*
* Packet: CLIENT_COMPANY_INFO * Packet: CLIENT_COMPANY_INFO
@ -133,11 +142,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
p = new Packet(PACKET_CLIENT_COMPANY_INFO); p = new Packet(PACKET_CLIENT_COMPANY_INFO);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{ {
/* /*
* Packet: CLIENT_JOIN * Packet: CLIENT_JOIN
@ -158,11 +167,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
p->Send_string(_settings_client.network.client_name); // Client name p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join_as); // PlayAs p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (NETLANG_ANY); // Language p->Send_uint8 (NETLANG_ANY); // Language
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{ {
/* /*
* Packet: CLIENT_NEWGRFS_CHECKED * Packet: CLIENT_NEWGRFS_CHECKED
@ -171,11 +180,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
*/ */
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{ {
/* /*
* Packet: CLIENT_GAME_PASSWORD * Packet: CLIENT_GAME_PASSWORD
@ -186,11 +195,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password)
*/ */
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password); p->Send_string(password);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{ {
/* /*
* Packet: CLIENT_COMPANY_PASSWORD * Packet: CLIENT_COMPANY_PASSWORD
@ -201,11 +210,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *passwo
*/ */
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password)); p->Send_string(GenerateCompanyPasswordHash(password));
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{ {
/* /*
* Packet: CLIENT_GETMAP * Packet: CLIENT_GETMAP
@ -222,11 +231,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
* will have the lower bits set to 0. As such they would become * will have the lower bits set to 0. As such they would become
* incompatible, which we would like to prevent by this. */ * incompatible, which we would like to prevent by this. */
if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version); if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{ {
/* /*
* Packet: CLIENT_MAP_OK * Packet: CLIENT_MAP_OK
@ -236,11 +245,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
*/ */
Packet *p = new Packet(PACKET_CLIENT_MAP_OK); Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{ {
/* /*
* Packet: CLIENT_ACK * Packet: CLIENT_ACK
@ -252,12 +261,12 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
Packet *p = new Packet(PACKET_CLIENT_ACK); Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter); p->Send_uint32(_frame_counter);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send a command packet to the server */ /* Send a command packet to the server */
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{ {
/* /*
* Packet: CLIENT_COMMAND * Packet: CLIENT_COMMAND
@ -273,14 +282,14 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp)
*/ */
Packet *p = new Packet(PACKET_CLIENT_COMMAND); Packet *p = new Packet(PACKET_CLIENT_COMMAND);
MY_CLIENT->Send_Command(p, cp); my_client->Send_Command(p, cp);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send a chat-packet over the network */ /* Send a chat-packet over the network */
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg, int64 data) NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{ {
/* /*
* Packet: CLIENT_CHAT * Packet: CLIENT_CHAT
@ -301,12 +310,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType
p->Send_string(msg); p->Send_string(msg);
p->Send_uint64(data); p->Send_uint64(data);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send an error-packet over the network */ /* Send an error-packet over the network */
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{ {
/* /*
* Packet: CLIENT_ERROR * Packet: CLIENT_ERROR
@ -317,11 +326,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
Packet *p = new Packet(PACKET_CLIENT_ERROR); Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno); p->Send_uint8(errorno);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{ {
/* /*
* Packet: PACKET_CLIENT_SET_PASSWORD * Packet: PACKET_CLIENT_SET_PASSWORD
@ -332,11 +341,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password)); p->Send_string(GenerateCompanyPasswordHash(password));
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{ {
/* /*
* Packet: PACKET_CLIENT_SET_NAME * Packet: PACKET_CLIENT_SET_NAME
@ -347,12 +356,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
Packet *p = new Packet(PACKET_CLIENT_SET_NAME); Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name); p->Send_string(name);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send an quit-packet over the network */ /* Send an quit-packet over the network */
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)() NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{ {
/* /*
* Packet: CLIENT_QUIT * Packet: CLIENT_QUIT
@ -361,25 +370,25 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)()
*/ */
Packet *p = new Packet(PACKET_CLIENT_QUIT); Packet *p = new Packet(PACKET_CLIENT_QUIT);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command) NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{ {
Packet *p = new Packet(PACKET_CLIENT_RCON); Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass); p->Send_string(pass);
p->Send_string(command); p->Send_string(command);
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass) NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass)
{ {
Packet *p = new Packet(PACKET_CLIENT_MOVE); Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company); p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(pass)); p->Send_string(GenerateCompanyPasswordHash(pass));
MY_CLIENT->Send_Packet(p); my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
@ -558,7 +567,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
if (ret == NETWORK_RECV_STATUS_OKAY) { if (ret == NETWORK_RECV_STATUS_OKAY) {
/* Start receiving the map */ /* Start receiving the map */
return SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(); return SendNewGRFsOk();
} }
/* NewGRF mismatch, bail out */ /* NewGRF mismatch, bail out */
@ -570,7 +579,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
{ {
const char *password = _network_join_server_password; const char *password = _network_join_server_password;
if (!StrEmpty(password)) { if (!StrEmpty(password)) {
return SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD)(password); return SendGamePassword(password);
} }
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD); ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
@ -586,7 +595,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
const char *password = _network_join_company_password; const char *password = _network_join_company_password;
if (!StrEmpty(password)) { if (!StrEmpty(password)) {
return SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(password); return SendCompanyPassword(password);
} }
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD); ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
@ -603,7 +612,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
p->Recv_string(_password_server_id, sizeof(_password_server_id)); p->Recv_string(_password_server_id, sizeof(_password_server_id));
/* Start receiving the map */ /* Start receiving the map */
return SEND_COMMAND(PACKET_CLIENT_GETMAP)(); return SendGetMap();
} }
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
@ -685,7 +694,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
* only toolbar/statusbar and gamefield are visible */ * only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */ /* Say we received the map and loaded it correctly! */
SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); SendMapOk();
/* New company/spectator (invalid company) or company we want to join is not active /* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */ * Switch local company to spectator and await the server's judgement */
@ -730,7 +739,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
if (!_network_first_time && last_ack_frame < _frame_counter) { if (!_network_first_time && last_ack_frame < _frame_counter) {
last_ack_frame = _frame_counter + DAY_TICKS; last_ack_frame = _frame_counter + DAY_TICKS;
DEBUG(net, 4, "Sent ACK at %d", _frame_counter); DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
SEND_COMMAND(PACKET_CLIENT_ACK)(); SendAck();
} }
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
@ -944,12 +953,12 @@ void NetworkClient_Connected()
_frame_counter_server = 0; _frame_counter_server = 0;
last_ack_frame = 0; last_ack_frame = 0;
/* Request the game-info */ /* Request the game-info */
SEND_COMMAND(PACKET_CLIENT_JOIN)(); MyClient::SendJoin();
} }
void NetworkClientSendRcon(const char *password, const char *command) void NetworkClientSendRcon(const char *password, const char *command)
{ {
SEND_COMMAND(PACKET_CLIENT_RCON)(password, command); MyClient::SendRCon(password, command);
} }
/** /**
@ -960,7 +969,7 @@ void NetworkClientSendRcon(const char *password, const char *command)
*/ */
void NetworkClientRequestMove(CompanyID company_id, const char *pass) void NetworkClientRequestMove(CompanyID company_id, const char *pass)
{ {
SEND_COMMAND(PACKET_CLIENT_MOVE)(company_id, pass); MyClient::SendMove(company_id, pass);
} }
void NetworkClientsToSpectators(CompanyID cid) void NetworkClientsToSpectators(CompanyID cid)
@ -985,7 +994,7 @@ void NetworkUpdateClientName()
/* Don't change the name if it is the same as the old name */ /* Don't change the name if it is the same as the old name */
if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) { if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
if (!_network_server) { if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.client_name); MyClient::SendSetName(_settings_client.network.client_name);
} else { } else {
if (NetworkFindName(_settings_client.network.client_name)) { if (NetworkFindName(_settings_client.network.client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name); NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
@ -998,12 +1007,12 @@ void NetworkUpdateClientName()
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{ {
SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg, data); MyClient::SendChat(action, type, dest, msg, data);
} }
static void NetworkClientSetPassword(const char *password) static void NetworkClientSetPassword(const char *password)
{ {
SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(password); MyClient::SendSetPassword(password);
} }
/** /**

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@ -19,6 +19,8 @@
/** Class for handling the client side of the game connection. */ /** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler { class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
protected: protected:
static ClientNetworkGameSocketHandler *my_client;
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
@ -43,23 +45,33 @@ protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
static NetworkRecvStatus SendNewGRFsOk();
static NetworkRecvStatus SendGetMap();
static NetworkRecvStatus SendMapOk();
public: public:
ClientNetworkGameSocketHandler(SOCKET s); ClientNetworkGameSocketHandler(SOCKET s);
~ClientNetworkGameSocketHandler();
static NetworkRecvStatus SendCompanyInformationQuery();
static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
static NetworkRecvStatus SendError(NetworkErrorCode errorno);
static NetworkRecvStatus SendQuit();
static NetworkRecvStatus SendAck();
static NetworkRecvStatus SendGamePassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const char *password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
static NetworkRecvStatus SendSetPassword(const char *password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
}; };
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO); typedef ClientNetworkGameSocketHandler MyClient;
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)();
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
void NetworkClient_Connected(); void NetworkClient_Connected();

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@ -151,7 +151,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
c.frame = 0; // The client can't tell which frame, so just make it 0 c.frame = 0; // The client can't tell which frame, so just make it 0
/* Clients send their command to the server and forget all about the packet */ /* Clients send their command to the server and forget all about the packet */
SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c); MyClient::SendCommand(&c);
} }
/** /**

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@ -2240,8 +2240,8 @@ struct NetworkJoinStatusWindow : Window {
} }
switch (this->password_type) { switch (this->password_type) {
case NETWORK_GAME_PASSWORD: SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD) (str); break; case NETWORK_GAME_PASSWORD: MyClient::SendGamePassword (str); break;
case NETWORK_COMPANY_PASSWORD: SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(str); break; case NETWORK_COMPANY_PASSWORD: MyClient::SendCompanyPassword(str); break;
default: NOT_REACHED(); default: NOT_REACHED();
} }
} }

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@ -175,9 +175,6 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]); bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
/* Macros to make life a bit more easier */ /* Macros to make life a bit more easier */
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
#define DEF_CLIENT_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command()
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p) #define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs) #define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command #define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command