mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-06 06:32:56 +01:00
Pass NetworkCommand type as constructor to simplify code
This commit is contained in:
@@ -1209,16 +1209,15 @@ void NetworkBase::Client_Send_RequestGameState(uint32_t tick)
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log_verbose("Requesting gamestate from server for tick %u", tick);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::RequestGameState) << tick;
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NetworkPacket packet(NetworkCommand::RequestGameState);
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packet << tick;
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_serverConnection->QueuePacket(std::move(packet));
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}
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void NetworkBase::Client_Send_TOKEN()
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{
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log_verbose("requesting token");
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Token);
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NetworkPacket packet(NetworkCommand::Token);
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_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
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_serverConnection->QueuePacket(std::move(packet));
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}
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@@ -1226,8 +1225,7 @@ void NetworkBase::Client_Send_TOKEN()
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void NetworkBase::Client_Send_AUTH(
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const std::string& name, const std::string& password, const std::string& pubkey, const std::vector<uint8_t>& signature)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Auth);
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NetworkPacket packet(NetworkCommand::Auth);
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packet.WriteString(network_get_version().c_str());
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packet.WriteString(name.c_str());
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packet.WriteString(password.c_str());
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@@ -1242,8 +1240,8 @@ void NetworkBase::Client_Send_AUTH(
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void NetworkBase::Client_Send_MAPREQUEST(const std::vector<std::string>& objects)
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{
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log_verbose("client requests %u objects", uint32_t(objects.size()));
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::MapRequest) << static_cast<uint32_t>(objects.size());
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NetworkPacket packet(NetworkCommand::MapRequest);
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packet << static_cast<uint32_t>(objects.size());
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for (const auto& object : objects)
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{
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log_verbose("client requests object %s", object.c_str());
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@@ -1254,8 +1252,8 @@ void NetworkBase::Client_Send_MAPREQUEST(const std::vector<std::string>& objects
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void NetworkBase::Server_Send_TOKEN(NetworkConnection& connection)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Token) << static_cast<uint32_t>(connection.Challenge.size());
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NetworkPacket packet(NetworkCommand::Token);
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packet << static_cast<uint32_t>(connection.Challenge.size());
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packet.Write(connection.Challenge.data(), connection.Challenge.size());
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connection.QueuePacket(std::move(packet));
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}
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@@ -1267,9 +1265,8 @@ void NetworkBase::Server_Send_OBJECTS_LIST(
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if (objects.empty())
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::ObjectsList) << static_cast<uint32_t>(0)
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<< static_cast<uint32_t>(objects.size());
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NetworkPacket packet(NetworkCommand::ObjectsList);
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packet << static_cast<uint32_t>(0) << static_cast<uint32_t>(objects.size());
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connection.QueuePacket(std::move(packet));
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}
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@@ -1279,9 +1276,8 @@ void NetworkBase::Server_Send_OBJECTS_LIST(
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{
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const auto* object = objects[i];
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::ObjectsList) << static_cast<uint32_t>(i)
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<< static_cast<uint32_t>(objects.size());
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NetworkPacket packet(NetworkCommand::ObjectsList);
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packet << static_cast<uint32_t>(i) << static_cast<uint32_t>(objects.size());
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log_verbose("Object %.8s (checksum %x)", object->ObjectEntry.name, object->ObjectEntry.checksum);
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packet.Write(reinterpret_cast<const uint8_t*>(object->ObjectEntry.name), 8);
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@@ -1294,8 +1290,8 @@ void NetworkBase::Server_Send_OBJECTS_LIST(
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void NetworkBase::Server_Send_SCRIPTS(NetworkConnection& connection) const
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Scripts);
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NetworkPacket packet(NetworkCommand::Scripts);
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# ifdef ENABLE_SCRIPTING
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using namespace OpenRCT2::Scripting;
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@@ -1332,9 +1328,7 @@ void NetworkBase::Client_Send_HEARTBEAT(NetworkConnection& connection) const
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{
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log_verbose("Sending heartbeat");
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Heartbeat);
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NetworkPacket packet(NetworkCommand::Heartbeat);
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connection.QueuePacket(std::move(packet));
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}
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@@ -1366,8 +1360,8 @@ void NetworkBase::Server_Send_AUTH(NetworkConnection& connection)
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{
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new_playerid = connection.Player->Id;
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}
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Auth) << static_cast<uint32_t>(connection.AuthStatus) << new_playerid;
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NetworkPacket packet(NetworkCommand::Auth);
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packet << static_cast<uint32_t>(connection.AuthStatus) << new_playerid;
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if (connection.AuthStatus == NETWORK_AUTH_BADVERSION)
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{
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packet.WriteString(network_get_version().c_str());
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@@ -1410,8 +1404,8 @@ void NetworkBase::Server_Send_MAP(NetworkConnection* connection)
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for (size_t i = 0; i < out_size; i += chunksize)
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{
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size_t datasize = std::min(chunksize, out_size - i);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Map) << static_cast<uint32_t>(out_size) << static_cast<uint32_t>(i);
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NetworkPacket packet(NetworkCommand::Map);
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packet << static_cast<uint32_t>(out_size) << static_cast<uint32_t>(i);
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packet.Write(&header[i], datasize);
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if (connection)
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{
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@@ -1480,16 +1474,14 @@ uint8_t* NetworkBase::save_for_network(size_t& out_size, const std::vector<const
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void NetworkBase::Client_Send_CHAT(const char* text)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Chat);
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NetworkPacket packet(NetworkCommand::Chat);
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packet.WriteString(text);
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_serverConnection->QueuePacket(std::move(packet));
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}
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void NetworkBase::Server_Send_CHAT(const char* text, const std::vector<uint8_t>& playerIds)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Chat);
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NetworkPacket packet(NetworkCommand::Chat);
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packet.WriteString(text);
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if (playerIds.empty())
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@@ -1512,7 +1504,7 @@ void NetworkBase::Server_Send_CHAT(const char* text, const std::vector<uint8_t>&
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void NetworkBase::Client_Send_GAME_ACTION(const GameAction* action)
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{
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NetworkPacket packet;
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NetworkPacket packet(NetworkCommand::GameAction);
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uint32_t networkId = 0;
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networkId = ++_actionId;
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@@ -1527,26 +1519,26 @@ void NetworkBase::Client_Send_GAME_ACTION(const GameAction* action)
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DataSerialiser stream(true);
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action->Serialise(stream);
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packet << static_cast<uint32_t>(NetworkCommand::GameAction) << gCurrentTicks << action->GetType() << stream;
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packet << gCurrentTicks << action->GetType() << stream;
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_serverConnection->QueuePacket(std::move(packet));
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}
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void NetworkBase::Server_Send_GAME_ACTION(const GameAction* action)
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{
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NetworkPacket packet;
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NetworkPacket packet(NetworkCommand::GameAction);
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DataSerialiser stream(true);
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action->Serialise(stream);
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packet << static_cast<uint32_t>(NetworkCommand::GameAction) << gCurrentTicks << action->GetType() << stream;
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packet << gCurrentTicks << action->GetType() << stream;
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SendPacketToClients(packet);
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}
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void NetworkBase::Server_Send_TICK()
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Tick) << gCurrentTicks << scenario_rand_state().s0;
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NetworkPacket packet(NetworkCommand::Tick);
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packet << gCurrentTicks << scenario_rand_state().s0;
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uint32_t flags = 0;
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// Simple counter which limits how often a sprite checksum gets sent.
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// This can get somewhat expensive, so we don't want to push it every tick in release,
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@@ -1572,8 +1564,8 @@ void NetworkBase::Server_Send_TICK()
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void NetworkBase::Server_Send_PLAYERINFO(int32_t playerId)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::PlayerInfo) << gCurrentTicks;
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NetworkPacket packet(NetworkCommand::PlayerInfo);
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packet << gCurrentTicks;
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auto* player = GetPlayerByID(playerId);
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if (player == nullptr)
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@@ -1585,8 +1577,8 @@ void NetworkBase::Server_Send_PLAYERINFO(int32_t playerId)
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void NetworkBase::Server_Send_PLAYERLIST()
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::PlayerList) << gCurrentTicks << static_cast<uint8_t>(player_list.size());
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NetworkPacket packet(NetworkCommand::PlayerList);
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packet << gCurrentTicks << static_cast<uint8_t>(player_list.size());
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for (auto& player : player_list)
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{
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player->Write(packet);
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@@ -1596,16 +1588,14 @@ void NetworkBase::Server_Send_PLAYERLIST()
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void NetworkBase::Client_Send_PING()
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Ping);
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NetworkPacket packet(NetworkCommand::Ping);
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_serverConnection->QueuePacket(std::move(packet));
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}
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void NetworkBase::Server_Send_PING()
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{
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last_ping_sent_time = platform_get_ticks();
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Ping);
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NetworkPacket packet(NetworkCommand::Ping);
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for (auto& client_connection : client_connection_list)
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{
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client_connection->PingTime = platform_get_ticks();
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@@ -1615,8 +1605,8 @@ void NetworkBase::Server_Send_PING()
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void NetworkBase::Server_Send_PINGLIST()
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::PingList) << static_cast<uint8_t>(player_list.size());
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NetworkPacket packet(NetworkCommand::PingList);
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packet << static_cast<uint8_t>(player_list.size());
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for (auto& player : player_list)
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{
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packet << player->Id << player->Ping;
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@@ -1626,8 +1616,7 @@ void NetworkBase::Server_Send_PINGLIST()
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void NetworkBase::Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::DisconnectMessage);
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NetworkPacket packet(NetworkCommand::DisconnectMessage);
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packet.WriteString(msg);
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connection.QueuePacket(std::move(packet));
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}
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@@ -1648,8 +1637,7 @@ json_t* NetworkBase::GetServerInfoAsJson() const
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void NetworkBase::Server_Send_GAMEINFO(NetworkConnection& connection)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
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NetworkPacket packet(NetworkCommand::GameInfo);
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# ifndef DISABLE_HTTP
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json_t* obj = GetServerInfoAsJson();
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@@ -1670,15 +1658,15 @@ void NetworkBase::Server_Send_GAMEINFO(NetworkConnection& connection)
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void NetworkBase::Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::ShowError) << title << message;
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NetworkPacket packet(NetworkCommand::ShowError);
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packet << title << message;
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connection.QueuePacket(std::move(packet));
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}
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void NetworkBase::Server_Send_GROUPLIST(NetworkConnection& connection)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::GroupList) << static_cast<uint8_t>(group_list.size()) << default_group;
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NetworkPacket packet(NetworkCommand::GroupList);
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packet << static_cast<uint8_t>(group_list.size()) << default_group;
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for (auto& group : group_list)
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{
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group->Write(packet);
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@@ -1688,8 +1676,7 @@ void NetworkBase::Server_Send_GROUPLIST(NetworkConnection& connection)
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void NetworkBase::Server_Send_EVENT_PLAYER_JOINED(const char* playerName)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Event);
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NetworkPacket packet(NetworkCommand::Event);
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packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_JOINED);
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packet.WriteString(playerName);
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SendPacketToClients(packet);
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@@ -1697,8 +1684,7 @@ void NetworkBase::Server_Send_EVENT_PLAYER_JOINED(const char* playerName)
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void NetworkBase::Server_Send_EVENT_PLAYER_DISCONNECTED(const char* playerName, const char* reason)
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{
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Event);
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NetworkPacket packet(NetworkCommand::Event);
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packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_DISCONNECTED);
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packet.WriteString(playerName);
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packet.WriteString(reason);
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@@ -2242,8 +2228,8 @@ void NetworkBase::Server_Handle_REQUEST_GAMESTATE(NetworkConnection& connection,
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dataSize = snapshotMemory.GetLength() - bytesSent;
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}
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NetworkPacket packetGameStateChunk;
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packetGameStateChunk << static_cast<uint32_t>(NetworkCommand::GameState) << tick << length << bytesSent << dataSize;
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NetworkPacket packetGameStateChunk(NetworkCommand::GameState);
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packetGameStateChunk << tick << length << bytesSent << dataSize;
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packetGameStateChunk.Write(static_cast<const uint8_t*>(snapshotMemory.GetData()) + bytesSent, dataSize);
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connection.QueuePacket(std::move(packetGameStateChunk));
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@@ -3210,8 +3196,7 @@ void NetworkBase::Client_Handle_EVENT([[maybe_unused]] NetworkConnection& connec
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void NetworkBase::Client_Send_GAMEINFO()
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{
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log_verbose("requesting gameinfo");
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
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NetworkPacket packet(NetworkCommand::GameInfo);
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_serverConnection->QueuePacket(std::move(packet));
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}
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@@ -15,6 +15,11 @@
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# include <memory>
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NetworkPacket::NetworkPacket(NetworkCommand id)
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{
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*this << static_cast<std::underlying_type<NetworkCommand>::type>(id);
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}
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uint8_t* NetworkPacket::GetData()
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{
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return Data.data();
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@@ -16,14 +16,16 @@
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#include <memory>
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#include <vector>
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class NetworkPacket final
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struct NetworkPacket final
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{
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public:
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uint16_t Size = 0;
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std::vector<uint8_t> Data;
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size_t BytesTransferred = 0;
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size_t BytesRead = 0;
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NetworkPacket() = default;
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NetworkPacket(NetworkCommand id);
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uint8_t* GetData();
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const uint8_t* GetData() const;
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@@ -17,7 +17,7 @@
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#include <string>
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#include <unordered_map>
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class NetworkPacket;
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struct NetworkPacket;
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class NetworkPlayer final
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{
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