Update to 14.0-beta3
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@@ -23,22 +23,22 @@ 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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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_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 Receive_CLIENT_JOIN(Packet &p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_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 SendGameInfo();
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NetworkRecvStatus SendNewGRFCheck();
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@@ -66,16 +66,16 @@ public:
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byte last_token; ///< The last random token we did send to verify the client is listening
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uint32_t last_token_frame; ///< The last frame we received the right token
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ClientStatus status; ///< Status of this client
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery; conceptually more a bucket to gather commands in, after which the whole bucket is sent to the client.
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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std::shared_ptr<struct PacketWriter> savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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Packet *ReceivePacket() override;
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std::unique_ptr<Packet> ReceivePacket() override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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std::string GetClientName() const;
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@@ -97,7 +97,7 @@ public:
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCommand(const CommandPacket &cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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