mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-26 08:14:38 +01:00
Apply code style to context functions
This commit is contained in:
@@ -566,7 +566,7 @@ void NetworkBase::UpdateClient()
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_resolving });
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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}
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break;
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}
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@@ -581,7 +581,7 @@ void NetworkBase::UpdateClient()
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_connecting });
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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server_connect_time = Platform::GetTicks();
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}
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@@ -598,7 +598,7 @@ void NetworkBase::UpdateClient()
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_authenticating });
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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break;
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}
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default:
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@@ -610,8 +610,8 @@ void NetworkBase::UpdateClient()
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}
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Close();
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context_force_close_window_by_class(WindowClass::NetworkStatus);
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context_show_error(STR_UNABLE_TO_CONNECT_TO_SERVER, STR_NONE, {});
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ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
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ContextShowError(STR_UNABLE_TO_CONNECT_TO_SERVER, STR_NONE, {});
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break;
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}
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}
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@@ -624,7 +624,7 @@ void NetworkBase::UpdateClient()
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// Do not show disconnect message window when password window closed/canceled
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if (_serverConnection->AuthStatus == NetworkAuth::RequirePassword)
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{
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context_force_close_window_by_class(WindowClass::NetworkStatus);
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ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
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}
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else
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{
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@@ -642,7 +642,7 @@ void NetworkBase::UpdateClient()
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_disconnected });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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}
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window_close_by_class(WindowClass::Multiplayer);
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Close();
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@@ -794,7 +794,7 @@ bool NetworkBase::CheckDesynchronizaton()
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_desync });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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if (!gConfigNetwork.StayConnected)
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{
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@@ -2248,7 +2248,7 @@ void NetworkBase::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacke
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connection.Disconnect();
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break;
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case NetworkAuth::RequirePassword:
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context_open_window_view(WV_NETWORK_PASSWORD);
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ContextOpenWindowView(WV_NETWORK_PASSWORD);
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break;
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case NetworkAuth::UnknownKeyDisallowed:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_UNKNOWN_KEY_DISALLOWED);
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@@ -2325,7 +2325,7 @@ void NetworkBase::Client_Handle_OBJECTS_LIST(NetworkConnection& connection, Netw
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ objectListMsg });
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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uint8_t objectType{};
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packet >> objectType;
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@@ -2462,7 +2462,7 @@ void NetworkBase::Client_Handle_GAMESTATE(NetworkConnection& connection, Network
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_desync });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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}
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}
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}
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@@ -2671,7 +2671,7 @@ void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connecti
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auto intent = Intent(WindowClass::NetworkStatus);
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intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_downloading_map });
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
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context_open_intent(&intent);
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ContextOpenIntent(&intent);
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std::memcpy(&chunk_buffer[offset], const_cast<void*>(static_cast<const void*>(packet.Read(chunksize))), chunksize);
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if (offset + chunksize == size)
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@@ -2679,7 +2679,7 @@ void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connecti
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// Allow queue processing of game actions again.
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GameActions::ResumeQueue();
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context_force_close_window_by_class(WindowClass::NetworkStatus);
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ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
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game_unload_scripts();
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game_notify_map_change();
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@@ -3063,7 +3063,7 @@ void NetworkBase::Client_Handle_SHOWERROR([[maybe_unused]] NetworkConnection& co
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{
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StringId title, message;
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packet >> title >> message;
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context_show_error(title, message, {});
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ContextShowError(title, message, {});
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}
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void NetworkBase::Client_Handle_GROUPLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
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