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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-22 06:23:04 +01:00

Tabs to spaces

This commit is contained in:
Ted John
2017-07-21 18:21:18 +01:00
committed by Michał Janiszewski
parent 02b77af646
commit 2b57d36174

View File

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