mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-04 13:42:55 +01:00
Remove std::unique_ptr and use move semantics instead
This commit is contained in:
@@ -721,7 +721,7 @@ const char* NetworkBase::FormatChat(NetworkPlayer* fromplayer, const char* text)
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return formatted;
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}
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void NetworkBase::SendPacketToClients(NetworkPacket& packet, bool front, bool gameCmd)
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void NetworkBase::SendPacketToClients(const NetworkPacket& packet, bool front, bool gameCmd)
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{
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for (auto& client_connection : client_connection_list)
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{
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@@ -742,7 +742,8 @@ void NetworkBase::SendPacketToClients(NetworkPacket& packet, bool front, bool ga
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continue;
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}
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}
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client_connection->QueuePacket(NetworkPacket::Duplicate(packet), front);
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auto packetCopy = packet;
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client_connection->QueuePacket(std::move(packetCopy), front);
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}
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}
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@@ -1207,16 +1208,17 @@ void NetworkBase::Client_Send_RequestGameState(uint32_t tick)
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}
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log_verbose("Requesting gamestate from server for tick %u", tick);
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::RequestGameState) << tick;
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::RequestGameState) << 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Token);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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@@ -1224,15 +1226,15 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(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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packet->WriteString(pubkey.c_str());
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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packet.WriteString(pubkey.c_str());
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assert(signature.size() <= static_cast<size_t>(UINT32_MAX));
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*packet << static_cast<uint32_t>(signature.size());
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packet->Write(signature.data(), signature.size());
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packet << static_cast<uint32_t>(signature.size());
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packet.Write(signature.data(), signature.size());
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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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@@ -1240,21 +1242,21 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::MapRequest) << static_cast<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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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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packet->Write(reinterpret_cast<const uint8_t*>(object.c_str()), 8);
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packet.Write(reinterpret_cast<const uint8_t*>(object.c_str()), 8);
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}
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_serverConnection->QueuePacket(std::move(packet));
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}
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void NetworkBase::Server_Send_TOKEN(NetworkConnection& connection)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Token) << static_cast<uint32_t>(connection.Challenge.size());
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packet->Write(connection.Challenge.data(), connection.Challenge.size());
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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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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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@@ -1265,9 +1267,9 @@ void NetworkBase::Server_Send_OBJECTS_LIST(
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if (objects.empty())
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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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;
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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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connection.QueuePacket(std::move(packet));
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}
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@@ -1277,13 +1279,13 @@ void NetworkBase::Server_Send_OBJECTS_LIST(
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{
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const auto* object = objects[i];
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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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;
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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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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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*packet << object->ObjectEntry.checksum << object->ObjectEntry.flags;
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packet.Write(reinterpret_cast<const uint8_t*>(object->ObjectEntry.name), 8);
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packet << object->ObjectEntry.checksum << object->ObjectEntry.flags;
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connection.QueuePacket(std::move(packet));
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}
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@@ -1292,8 +1294,8 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Scripts);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Scripts);
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# ifdef ENABLE_SCRIPTING
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using namespace OpenRCT2::Scripting;
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@@ -1310,18 +1312,18 @@ void NetworkBase::Server_Send_SCRIPTS(NetworkConnection& connection) const
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}
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log_verbose("Server sends %u scripts", pluginsToSend.size());
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*packet << static_cast<uint32_t>(pluginsToSend.size());
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packet << static_cast<uint32_t>(pluginsToSend.size());
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for (const auto& plugin : pluginsToSend)
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{
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const auto& metadata = plugin->GetMetadata();
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log_verbose("Script %s", metadata.Name.c_str());
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const auto& code = plugin->GetCode();
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*packet << static_cast<uint32_t>(code.size());
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packet->Write(reinterpret_cast<const uint8_t*>(code.c_str()), code.size());
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packet << static_cast<uint32_t>(code.size());
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packet.Write(reinterpret_cast<const uint8_t*>(code.c_str()), code.size());
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}
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# else
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*packet << static_cast<uint32_t>(0);
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packet << static_cast<uint32_t>(0);
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# endif
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connection.QueuePacket(std::move(packet));
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}
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@@ -1330,8 +1332,8 @@ void NetworkBase::Client_Send_HEARTBEAT(NetworkConnection& connection) const
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{
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log_verbose("Sending heartbeat");
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Heartbeat);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Heartbeat);
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connection.QueuePacket(std::move(packet));
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}
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@@ -1364,11 +1366,11 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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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;
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packet << static_cast<uint32_t>(NetworkCommand::Auth) << 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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packet.WriteString(network_get_version().c_str());
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}
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connection.QueuePacket(std::move(packet));
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if (connection.AuthStatus != NETWORK_AUTH_OK && connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD)
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@@ -1408,16 +1410,16 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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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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packet->Write(&header[i], datasize);
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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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packet.Write(&header[i], datasize);
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if (connection)
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{
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connection->QueuePacket(std::move(packet));
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}
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else
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{
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SendPacketToClients(*packet);
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SendPacketToClients(packet);
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}
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}
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free(header);
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@@ -1478,22 +1480,22 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Chat);
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packet->WriteString(text);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Chat);
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packet->WriteString(text);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::Chat);
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packet.WriteString(text);
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if (playerIds.empty())
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{
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// Empty players / default value means send to all players
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SendPacketToClients(*packet);
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SendPacketToClients(packet);
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}
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else
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{
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@@ -1502,7 +1504,7 @@ void NetworkBase::Server_Send_CHAT(const char* text, const std::vector<uint8_t>&
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auto conn = GetPlayerConnection(playerId);
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if (conn != nullptr && !conn->IsDisconnected)
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{
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conn->QueuePacket(NetworkPacket::Duplicate(*packet));
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conn->QueuePacket(packet);
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}
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}
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}
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@@ -1510,7 +1512,7 @@ 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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NetworkPacket packet;
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uint32_t networkId = 0;
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networkId = ++_actionId;
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@@ -1525,26 +1527,26 @@ 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 << static_cast<uint32_t>(NetworkCommand::GameAction) << 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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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NetworkPacket packet;
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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 << static_cast<uint32_t>(NetworkCommand::GameAction) << 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 NetworkBase::Server_Send_TICK()
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Tick) << gCurrentTicks << scenario_rand_state().s0;
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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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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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@@ -1558,75 +1560,75 @@ void NetworkBase::Server_Send_TICK()
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}
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// Send flags always, so we can understand packet structure on the other end,
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// and allow for some expansion.
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*packet << flags;
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packet << flags;
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if (flags & NETWORK_TICK_FLAG_CHECKSUMS)
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{
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rct_sprite_checksum checksum = sprite_checksum();
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packet->WriteString(checksum.ToString().c_str());
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packet.WriteString(checksum.ToString().c_str());
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}
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SendPacketToClients(*packet);
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SendPacketToClients(packet);
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}
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void NetworkBase::Server_Send_PLAYERINFO(int32_t playerId)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::PlayerInfo) << gCurrentTicks;
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::PlayerInfo) << gCurrentTicks;
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auto* player = GetPlayerByID(playerId);
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if (player == nullptr)
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return;
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player->Write(*packet);
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SendPacketToClients(*packet);
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player->Write(packet);
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SendPacketToClients(packet);
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}
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void NetworkBase::Server_Send_PLAYERLIST()
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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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;
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packet << static_cast<uint32_t>(NetworkCommand::PlayerList) << 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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player->Write(packet);
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}
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SendPacketToClients(*packet);
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SendPacketToClients(packet);
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}
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void NetworkBase::Client_Send_PING()
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Ping);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::Ping);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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}
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SendPacketToClients(*packet, true);
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SendPacketToClients(packet, true);
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}
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void NetworkBase::Server_Send_PINGLIST()
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::PingList) << static_cast<uint8_t>(player_list.size());
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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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for (auto& player : player_list)
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{
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*packet << player->Id << player->Ping;
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packet << player->Id << player->Ping;
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}
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SendPacketToClients(*packet);
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SendPacketToClients(packet);
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}
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void NetworkBase::Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::DisconnectMessage);
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packet->WriteString(msg);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(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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@@ -1646,8 +1648,8 @@ json_t* NetworkBase::GetServerInfoAsJson() const
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void NetworkBase::Server_Send_GAMEINFO(NetworkConnection& connection)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
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NetworkPacket packet;
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packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
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# ifndef DISABLE_HTTP
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json_t* obj = GetServerInfoAsJson();
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@@ -1658,8 +1660,8 @@ void NetworkBase::Server_Send_GAMEINFO(NetworkConnection& connection)
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json_object_set_new(jsonProvider, "website", json_string(gConfigNetwork.provider_website.c_str()));
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json_object_set_new(obj, "provider", jsonProvider);
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packet->WriteString(json_dumps(obj, 0));
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*packet << _serverState.gamestateSnapshotsEnabled;
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packet.WriteString(json_dumps(obj, 0));
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packet << _serverState.gamestateSnapshotsEnabled;
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json_decref(obj);
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# endif
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@@ -1668,39 +1670,39 @@ 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)
|
||||
{
|
||||
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
|
||||
*packet << static_cast<uint32_t>(NetworkCommand::ShowError) << title << message;
|
||||
NetworkPacket packet;
|
||||
packet << static_cast<uint32_t>(NetworkCommand::ShowError) << title << message;
|
||||
connection.QueuePacket(std::move(packet));
|
||||
}
|
||||
|
||||
void NetworkBase::Server_Send_GROUPLIST(NetworkConnection& connection)
|
||||
{
|
||||
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
|
||||
*packet << static_cast<uint32_t>(NetworkCommand::GroupList) << static_cast<uint8_t>(group_list.size()) << default_group;
|
||||
NetworkPacket packet;
|
||||
packet << static_cast<uint32_t>(NetworkCommand::GroupList) << static_cast<uint8_t>(group_list.size()) << default_group;
|
||||
for (auto& group : group_list)
|
||||
{
|
||||
group->Write(*packet);
|
||||
group->Write(packet);
|
||||
}
|
||||
connection.QueuePacket(std::move(packet));
|
||||
}
|
||||
|
||||
void NetworkBase::Server_Send_EVENT_PLAYER_JOINED(const char* playerName)
|
||||
{
|
||||
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
|
||||
*packet << static_cast<uint32_t>(NetworkCommand::Event);
|
||||
*packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_JOINED);
|
||||
packet->WriteString(playerName);
|
||||
SendPacketToClients(*packet);
|
||||
NetworkPacket packet;
|
||||
packet << static_cast<uint32_t>(NetworkCommand::Event);
|
||||
packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_JOINED);
|
||||
packet.WriteString(playerName);
|
||||
SendPacketToClients(packet);
|
||||
}
|
||||
|
||||
void NetworkBase::Server_Send_EVENT_PLAYER_DISCONNECTED(const char* playerName, const char* reason)
|
||||
{
|
||||
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
|
||||
*packet << static_cast<uint32_t>(NetworkCommand::Event);
|
||||
*packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_DISCONNECTED);
|
||||
packet->WriteString(playerName);
|
||||
packet->WriteString(reason);
|
||||
SendPacketToClients(*packet);
|
||||
NetworkPacket packet;
|
||||
packet << static_cast<uint32_t>(NetworkCommand::Event);
|
||||
packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_DISCONNECTED);
|
||||
packet.WriteString(playerName);
|
||||
packet.WriteString(reason);
|
||||
SendPacketToClients(packet);
|
||||
}
|
||||
|
||||
bool NetworkBase::ProcessConnection(NetworkConnection& connection)
|
||||
@@ -2240,11 +2242,11 @@ void NetworkBase::Server_Handle_REQUEST_GAMESTATE(NetworkConnection& connection,
|
||||
dataSize = snapshotMemory.GetLength() - bytesSent;
|
||||
}
|
||||
|
||||
std::unique_ptr<NetworkPacket> gameStateChunk(NetworkPacket::Allocate());
|
||||
*gameStateChunk << static_cast<uint32_t>(NetworkCommand::GameState) << tick << length << bytesSent << dataSize;
|
||||
gameStateChunk->Write(static_cast<const uint8_t*>(snapshotMemory.GetData()) + bytesSent, dataSize);
|
||||
NetworkPacket packetGameStateChunk;
|
||||
packetGameStateChunk << static_cast<uint32_t>(NetworkCommand::GameState) << tick << length << bytesSent << dataSize;
|
||||
packetGameStateChunk.Write(static_cast<const uint8_t*>(snapshotMemory.GetData()) + bytesSent, dataSize);
|
||||
|
||||
connection.QueuePacket(std::move(gameStateChunk));
|
||||
connection.QueuePacket(std::move(packetGameStateChunk));
|
||||
|
||||
bytesSent += dataSize;
|
||||
}
|
||||
@@ -3208,8 +3210,8 @@ void NetworkBase::Client_Handle_EVENT([[maybe_unused]] NetworkConnection& connec
|
||||
void NetworkBase::Client_Send_GAMEINFO()
|
||||
{
|
||||
log_verbose("requesting gameinfo");
|
||||
std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
|
||||
*packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
|
||||
NetworkPacket packet;
|
||||
packet << static_cast<uint32_t>(NetworkCommand::GameInfo);
|
||||
_serverConnection->QueuePacket(std::move(packet));
|
||||
}
|
||||
|
||||
|
||||
@@ -113,7 +113,7 @@ public: // Client
|
||||
void ProcessPlayerInfo();
|
||||
void ProcessDisconnectedClients();
|
||||
static const char* FormatChat(NetworkPlayer* fromplayer, const char* text);
|
||||
void SendPacketToClients(NetworkPacket& packet, bool front = false, bool gameCmd = false);
|
||||
void SendPacketToClients(const NetworkPacket& packet, bool front = false, bool gameCmd = false);
|
||||
bool CheckSRAND(uint32_t tick, uint32_t srand0);
|
||||
bool CheckDesynchronizaton();
|
||||
void RequestStateSnapshot();
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
# include "NetworkTypes.h"
|
||||
# include "Socket.h"
|
||||
|
||||
# include <list>
|
||||
# include <deque>
|
||||
# include <memory>
|
||||
# include <vector>
|
||||
|
||||
@@ -41,7 +41,13 @@ public:
|
||||
~NetworkConnection();
|
||||
|
||||
int32_t ReadPacket();
|
||||
void QueuePacket(std::unique_ptr<NetworkPacket> packet, bool front = false);
|
||||
void QueuePacket(NetworkPacket&& packet, bool front = false);
|
||||
void QueuePacket(const NetworkPacket& packet, bool front = false)
|
||||
{
|
||||
auto copy = packet;
|
||||
return QueuePacket(std::move(copy));
|
||||
}
|
||||
|
||||
void SendQueuedPackets();
|
||||
void ResetLastPacketTime();
|
||||
bool ReceivedPacketRecently();
|
||||
@@ -51,7 +57,7 @@ public:
|
||||
void SetLastDisconnectReason(const rct_string_id string_id, void* args = nullptr);
|
||||
|
||||
private:
|
||||
std::list<std::unique_ptr<NetworkPacket>> _outboundPackets;
|
||||
std::deque<NetworkPacket> _outboundPackets;
|
||||
uint32_t _lastPacketTime = 0;
|
||||
utf8* _lastDisconnectReason = nullptr;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user