Cleanup: remove company password related network packets
This commit is contained in:
@@ -333,7 +333,7 @@ protected:
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* string Name of the company.
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* string Name of the companies manager.
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* uint8_t Main company colour.
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* bool Company is password protected.
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* bool Company is protected.
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* uint32_t Year the company was inaugurated.
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* bool Company is an AI.
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* @param p The packet that was just received.
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@@ -347,7 +347,7 @@ protected:
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* string Name of the company.
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* string Name of the companies manager.
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* uint8_t Main company colour.
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* bool Company is password protected.
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* bool Company is protected.
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* uint8_t Quarters of bankruptcy.
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* uint8_t Owner of share 1.
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* uint8_t Owner of share 2.
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@@ -83,10 +83,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
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case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
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case PACKET_CLIENT_IDENTIFY: return this->Receive_CLIENT_IDENTIFY(p);
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case PACKET_SERVER_AUTH_REQUEST: return this->Receive_SERVER_AUTH_REQUEST(p);
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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case PACKET_CLIENT_AUTH_RESPONSE: return this->Receive_CLIENT_AUTH_RESPONSE(p);
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case PACKET_SERVER_ENABLE_ENCRYPTION: return this->Receive_SERVER_ENABLE_ENCRYPTION(p);
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case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
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case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
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case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
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case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
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@@ -104,7 +102,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
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case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
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case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
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case PACKET_SERVER_EXTERNAL_CHAT: return this->Receive_SERVER_EXTERNAL_CHAT(p);
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case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
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case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
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case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
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case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
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@@ -118,7 +115,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
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case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
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case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
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case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
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case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(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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@@ -166,10 +162,8 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &) {
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_IDENTIFY(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_IDENTIFY); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_AUTH_REQUEST); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_AUTH_RESPONSE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ENABLE_ENCRYPTION); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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@@ -187,7 +181,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &) { r
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
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@@ -201,7 +194,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
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void NetworkGameSocketHandler::DeferDeletion()
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@@ -71,10 +71,6 @@ enum PacketGameType : uint8_t {
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PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
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PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs.
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/* Checking the company passwords. */
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PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
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PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password.
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/* The server welcomes the authenticated client and sends information of other clients. */
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PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID.
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PACKET_SERVER_CLIENT_INFO, ///< Server sends you information about a client.
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@@ -119,9 +115,7 @@ enum PacketGameType : uint8_t {
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PACKET_SERVER_MOVE, ///< Server tells everyone that someone is moved to another company.
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/* Configuration updates. */
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PACKET_CLIENT_SET_PASSWORD, ///< A client (re)sets its company's password.
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PACKET_CLIENT_SET_NAME, ///< A client changes its name.
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PACKET_SERVER_COMPANY_UPDATE, ///< Information (password) of a company changed.
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PACKET_SERVER_CONFIG_UPDATE, ///< Some network configuration important to the client changed.
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/* A client quitting. */
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@@ -225,14 +219,6 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p);
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/**
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* Indication to the client that the server needs a company password:
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* uint32_t Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p);
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/**
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* Send the response to the authentication request:
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* 32 * uint8_t Public key of the client.
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@@ -250,19 +236,9 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p);
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/**
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* Send a password to the server to authorize
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* uint8_t Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p);
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/**
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* The client is joined and ready to receive their map:
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* uint32_t Own client ID.
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* uint32_t Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
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@@ -402,13 +378,6 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p);
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/**
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* Set the password for the clients current company:
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p);
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/**
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* Gives the client a new name:
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* string New name of the client.
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@@ -498,18 +467,10 @@ protected:
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/**
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* Request the server to move this client into another company:
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* uint8_t ID of the company the client wants to join.
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* string Password, if the company is password protected.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
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/**
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* Update the clients knowledge of which company is password protected:
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* uint16_t Bitwise representation of each company
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet &p);
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/**
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* Update the clients knowledge of the max settings:
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* uint8_t Maximum number of companies allowed.
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