Merge branch 'openttd'
This commit is contained in:
@@ -47,7 +47,13 @@ NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet *p)
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{
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PacketAdminType type = (PacketAdminType)p->Recv_uint8();
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switch (this->HasClientQuit() ? INVALID_ADMIN_PACKET : type) {
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if (this->HasClientQuit()) {
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Debug(net, 0, "[tcp/admin] Received invalid packet from '{}' ({})", this->admin_name, this->admin_version);
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this->CloseConnection();
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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switch (type) {
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case ADMIN_PACKET_ADMIN_JOIN: return this->Receive_ADMIN_JOIN(p);
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case ADMIN_PACKET_ADMIN_QUIT: return this->Receive_ADMIN_QUIT(p);
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case ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY: return this->Receive_ADMIN_UPDATE_FREQUENCY(p);
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@@ -87,12 +93,7 @@ NetworkRecvStatus NetworkAdminSocketHandler::HandlePacket(Packet *p)
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case ADMIN_PACKET_SERVER_PONG: return this->Receive_SERVER_PONG(p);
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default:
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if (this->HasClientQuit()) {
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Debug(net, 0, "[tcp/admin] Received invalid packet type {} from '{}' ({})", type, this->admin_name, this->admin_version);
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} else {
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Debug(net, 0, "[tcp/admin] Received illegal packet from '{}' ({})", this->admin_name, this->admin_version);
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}
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Debug(net, 0, "[tcp/admin] Received invalid packet type {} from '{}' ({})", type, this->admin_name, this->admin_version);
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this->CloseConnection();
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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@@ -20,6 +20,8 @@
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#include "../../safeguards.h"
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static std::vector<std::unique_ptr<NetworkGameSocketHandler>> _deferred_deletions;
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/**
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* Create a new socket for the game connection.
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* @param s The socket to connect with.
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@@ -64,9 +66,15 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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{
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PacketGameType type = (PacketGameType)p->Recv_uint8();
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if (this->HasClientQuit()) {
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Debug(net, 0, "[tcp/game] Received invalid packet from client {}", this->client_id);
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this->CloseConnection();
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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this->last_packet = std::chrono::steady_clock::now();
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switch (this->HasClientQuit() ? PACKET_END : type) {
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switch (type) {
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case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
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case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
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case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
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@@ -113,13 +121,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
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default:
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Debug(net, 0, "[tcp/game] Received invalid packet type {} from client {}", type, this->client_id);
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this->CloseConnection();
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if (this->HasClientQuit()) {
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Debug(net, 0, "[tcp/game] Received invalid packet type {} from client {}", type, this->client_id);
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} else {
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Debug(net, 0, "[tcp/game] Received illegal packet from client {}", this->client_id);
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}
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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}
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@@ -198,3 +201,15 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { ret
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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void NetworkGameSocketHandler::DeferDeletion()
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{
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_deferred_deletions.emplace_back(this);
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this->is_pending_deletion = true;
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}
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/* static */ void NetworkGameSocketHandler::ProcessDeferredDeletions()
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{
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/* Calls deleter on all items */
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_deferred_deletions.clear();
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}
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@@ -154,7 +154,8 @@ public:
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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NetworkClientInfo *info; ///< Client info related to this socket
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NetworkClientInfo *info; ///< Client info related to this socket
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bool is_pending_deletion = false; ///< Whether this socket is pending deletion
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protected:
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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@@ -543,6 +544,11 @@ public:
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const char *ReceiveCommand(Packet *p, CommandPacket *cp);
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void SendCommand(Packet *p, const CommandPacket *cp);
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bool IsPendingDeletion() const { return this->is_pending_deletion; }
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void DeferDeletion();
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static void ProcessDeferredDeletions();
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};
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#endif /* NETWORK_CORE_TCP_GAME_H */
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@@ -599,6 +599,7 @@ void NetworkClose(bool close_admins)
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_network_coordinator_client.CloseAllConnections();
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}
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NetworkGameSocketHandler::ProcessDeferredDeletions();
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TCPConnecter::KillAll();
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@@ -996,12 +997,15 @@ void NetworkUpdateServerGameType()
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*/
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static bool NetworkReceive()
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{
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bool result;
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if (_network_server) {
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ServerNetworkAdminSocketHandler::Receive();
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return ServerNetworkGameSocketHandler::Receive();
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result = ServerNetworkGameSocketHandler::Receive();
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} else {
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return ClientNetworkGameSocketHandler::Receive();
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result = ClientNetworkGameSocketHandler::Receive();
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}
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NetworkGameSocketHandler::ProcessDeferredDeletions();
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return result;
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}
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/* This sends all buffered commands (if possible) */
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@@ -1013,6 +1017,7 @@ static void NetworkSend()
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} else {
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ClientNetworkGameSocketHandler::Send();
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}
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NetworkGameSocketHandler::ProcessDeferredDeletions();
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}
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/**
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@@ -1027,6 +1032,7 @@ void NetworkBackgroundLoop()
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TCPConnecter::CheckCallbacks();
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NetworkHTTPSocketHandler::HTTPReceive();
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QueryNetworkGameSocketHandler::SendReceive();
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NetworkGameSocketHandler::ProcessDeferredDeletions();
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NetworkBackgroundUDPLoop();
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}
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@@ -160,6 +160,8 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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if (this->IsPendingDeletion()) return status;
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assert(this->sock != INVALID_SOCKET);
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if (!this->HasClientQuit()) {
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@@ -174,7 +176,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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CSleep(3 * MILLISECONDS_PER_TICK);
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}
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delete this;
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this->DeferDeletion();
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return status;
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}
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@@ -185,6 +187,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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if (this->IsPendingDeletion()) return;
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/* First, send a CLIENT_ERROR to the server, so it knows we are
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* disconnected (and why!) */
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NetworkErrorCode errorno;
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@@ -224,6 +224,8 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
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*/
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ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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{
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delete this->GetInfo();
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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@@ -256,7 +258,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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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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if (this->sock == INVALID_SOCKET) return status;
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if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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@@ -292,8 +294,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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this->SendPackets(true);
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delete this->GetInfo();
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delete this;
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this->DeferDeletion();
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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