Codechange: split initiating of joining and identification of the client
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@@ -24,6 +24,7 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
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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_IDENTIFY(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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@@ -50,6 +51,7 @@ public:
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/** Status of a client */
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enum ClientStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_IDENTIFY, ///< The client is identifying itself.
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STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs.
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STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password.
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STATUS_AUTH_COMPANY, ///< The client is authorizing with company password.
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