Update to 1.10.0-beta1
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@@ -12,11 +12,8 @@
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#ifndef NETWORK_SERVER_H
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#define NETWORK_SERVER_H
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#ifdef ENABLE_NETWORK
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#include "network_internal.h"
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#include "core/tcp_listen.h"
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#include "../thread/thread.h"
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class ServerNetworkGameSocketHandler;
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/** Make the code look slightly nicer/simpler. */
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@@ -28,22 +25,22 @@ 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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protected:
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
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virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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@@ -81,8 +78,8 @@ public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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virtual Packet *ReceivePacket();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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virtual Packet *ReceivePacket() override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void GetClientName(char *client_name, const char *last) const;
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NetworkRecvStatus SendMap();
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@@ -138,12 +135,4 @@ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
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*/
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#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
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#else /* ENABLE_NETWORK */
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/* Network function stubs when networking is disabled */
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static inline void NetworkServerMonthlyLoop() {}
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static inline void NetworkServerYearlyLoop() {}
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_SERVER_H */
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