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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-22 06:23:04 +01:00
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This commit is contained in:
committed by
Michał Janiszewski
parent
02b77af646
commit
2b57d36174
@@ -1150,7 +1150,7 @@ void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx
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void Network::Client_Send_GAME_ACTION(const IGameAction *action)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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uint32_t networkId = 0;
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networkId = ++_actionId;
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@@ -1165,21 +1165,21 @@ void Network::Client_Send_GAME_ACTION(const IGameAction *action)
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DataSerialiser stream(true);
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action->Serialise(stream);
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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server_connection->QueuePacket(std::move(packet));
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server_connection->QueuePacket(std::move(packet));
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}
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void Network::Server_Send_GAME_ACTION(const IGameAction *action)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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DataSerialiser stream(true);
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action->Serialise(stream);
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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SendPacketToClients(*packet);
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SendPacketToClients(*packet);
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}
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void Network::Server_Send_TICK()
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@@ -2115,14 +2115,14 @@ void Network::Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket
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void Network::Client_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet)
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{
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uint32 tick;
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uint32 type;
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packet >> tick >> type;
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uint32 tick;
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uint32 type;
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packet >> tick >> type;
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MemoryStream stream;
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size_t size = packet.Size - packet.BytesRead;
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stream.WriteArray(packet.Read(size), size);
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stream.SetPosition(0);
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MemoryStream stream;
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size_t size = packet.Size - packet.BytesRead;
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stream.WriteArray(packet.Read(size), size);
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stream.SetPosition(0);
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DataSerialiser ds(false, stream);
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@@ -2141,64 +2141,64 @@ void Network::Client_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPa
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_gameActionCallbacks.erase(itr);
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}
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game_command_queue.emplace(tick, std::move(action), _commandId++);
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game_command_queue.emplace(tick, std::move(action), _commandId++);
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}
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void Network::Server_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet)
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{
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uint32 tick;
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uint32 type;
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uint32 tick;
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uint32 type;
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if (!connection.Player) {
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return;
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}
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if (!connection.Player) {
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return;
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}
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packet >> tick >> type;
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packet >> tick >> type;
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//tick count is different by time last_action_time is set, keep same value
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// Check if player's group permission allows command to run
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uint32 ticks = platform_get_ticks();
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NetworkGroup* group = GetGroupByID(connection.Player->Group);
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if (!group || (group && !group->CanPerformCommand(type))) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_PERMISSION_DENIED);
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return;
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}
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//tick count is different by time last_action_time is set, keep same value
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// Check if player's group permission allows command to run
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uint32 ticks = platform_get_ticks();
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NetworkGroup* group = GetGroupByID(connection.Player->Group);
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if (!group || (group && !group->CanPerformCommand(type))) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_PERMISSION_DENIED);
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return;
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}
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// In case someone modifies the code / memory to enable cluster build,
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// require a small delay in between placing scenery to provide some security, as
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// cluster mode is a for loop that runs the place_scenery code multiple times.
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if (type == GAME_COMMAND_PLACE_SCENERY) {
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if (
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ticks - connection.Player->LastPlaceSceneryTime < ACTION_COOLDOWN_TIME_PLACE_SCENERY &&
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// Incase platform_get_ticks() wraps after ~49 days, ignore larger logged times.
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ticks > connection.Player->LastPlaceSceneryTime
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) {
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if (!(group->CanPerformCommand(MISC_COMMAND_TOGGLE_SCENERY_CLUSTER))) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE);
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return;
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}
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}
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}
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// This is to prevent abuse of demolishing rides. Anyone that is not the server
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// host will have to wait a small amount of time in between deleting rides.
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else if (type == GAME_COMMAND_DEMOLISH_RIDE) {
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if (
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ticks - connection.Player->LastDemolishRideTime < ACTION_COOLDOWN_TIME_DEMOLISH_RIDE &&
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// Incase platform_get_ticks()() wraps after ~49 days, ignore larger logged times.
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ticks > connection.Player->LastDemolishRideTime
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) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE);
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return;
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}
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}
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// Don't let clients send pause or quit
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else if (type == GAME_COMMAND_TOGGLE_PAUSE ||
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// In case someone modifies the code / memory to enable cluster build,
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// require a small delay in between placing scenery to provide some security, as
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// cluster mode is a for loop that runs the place_scenery code multiple times.
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if (type == GAME_COMMAND_PLACE_SCENERY) {
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if (
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ticks - connection.Player->LastPlaceSceneryTime < ACTION_COOLDOWN_TIME_PLACE_SCENERY &&
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// Incase platform_get_ticks() wraps after ~49 days, ignore larger logged times.
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ticks > connection.Player->LastPlaceSceneryTime
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) {
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if (!(group->CanPerformCommand(MISC_COMMAND_TOGGLE_SCENERY_CLUSTER))) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE);
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return;
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}
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}
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}
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// This is to prevent abuse of demolishing rides. Anyone that is not the server
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// host will have to wait a small amount of time in between deleting rides.
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else if (type == GAME_COMMAND_DEMOLISH_RIDE) {
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if (
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ticks - connection.Player->LastDemolishRideTime < ACTION_COOLDOWN_TIME_DEMOLISH_RIDE &&
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// Incase platform_get_ticks()() wraps after ~49 days, ignore larger logged times.
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ticks > connection.Player->LastDemolishRideTime
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) {
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Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE);
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return;
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}
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}
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// Don't let clients send pause or quit
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else if (type == GAME_COMMAND_TOGGLE_PAUSE ||
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type == GAME_COMMAND_LOAD_OR_QUIT
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) {
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return;
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}
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) {
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return;
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}
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// Run game command, and if it is successful send to clients
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// Run game command, and if it is successful send to clients
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IGameAction::Ptr ga = GameActions::Create(type);
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if (!ga)
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{
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@@ -3080,14 +3080,14 @@ void network_send_chat(const char* text)
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void network_send_game_action(const IGameAction *action)
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{
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switch (gNetwork.GetMode()) {
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case NETWORK_MODE_SERVER:
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gNetwork.Server_Send_GAME_ACTION(action);
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break;
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case NETWORK_MODE_CLIENT:
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gNetwork.Client_Send_GAME_ACTION(action);
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break;
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}
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switch (gNetwork.GetMode()) {
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case NETWORK_MODE_SERVER:
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gNetwork.Server_Send_GAME_ACTION(action);
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break;
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case NETWORK_MODE_CLIENT:
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gNetwork.Client_Send_GAME_ACTION(action);
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break;
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}
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}
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void network_enqueue_game_action(const IGameAction *action)
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