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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-23 06:44:38 +01:00
Change GameState_t members to lowerCamelCase
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@@ -841,7 +841,7 @@ bool NetworkBase::IsDesynchronised() const noexcept
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bool NetworkBase::CheckDesynchronizaton()
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{
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const auto currentTicks = GetGameState().CurrentTicks;
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const auto currentTicks = getGameState().currentTicks;
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// Check synchronisation
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if (GetMode() == NETWORK_MODE_CLIENT && _serverState.state != NetworkServerStatus::Desynced
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@@ -1556,7 +1556,7 @@ 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 << GetGameState().CurrentTicks << action->GetType() << stream;
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packet << getGameState().currentTicks << action->GetType() << stream;
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_serverConnection->QueuePacket(std::move(packet));
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}
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@@ -1567,7 +1567,7 @@ void NetworkBase::ServerSendGameAction(const GameAction* action)
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DataSerialiser stream(true);
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action->Serialise(stream);
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packet << GetGameState().CurrentTicks << action->GetType() << stream;
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packet << getGameState().currentTicks << action->GetType() << stream;
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SendPacketToClients(packet);
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}
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@@ -1575,7 +1575,7 @@ void NetworkBase::ServerSendGameAction(const GameAction* action)
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void NetworkBase::ServerSendTick()
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{
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NetworkPacket packet(NetworkCommand::Tick);
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packet << GetGameState().CurrentTicks << ScenarioRandState().s0;
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packet << getGameState().currentTicks << ScenarioRandState().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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@@ -1602,7 +1602,7 @@ void NetworkBase::ServerSendTick()
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void NetworkBase::ServerSendPlayerInfo(int32_t playerId)
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{
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NetworkPacket packet(NetworkCommand::PlayerInfo);
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packet << GetGameState().CurrentTicks;
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packet << getGameState().currentTicks;
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auto* player = GetPlayerByID(playerId);
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if (player == nullptr)
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@@ -1615,7 +1615,7 @@ void NetworkBase::ServerSendPlayerInfo(int32_t playerId)
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void NetworkBase::ServerSendPlayerList()
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{
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NetworkPacket packet(NetworkCommand::PlayerList);
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packet << GetGameState().CurrentTicks << static_cast<uint8_t>(player_list.size());
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packet << getGameState().currentTicks << 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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@@ -1909,7 +1909,7 @@ void NetworkBase::ProcessPlayerList()
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auto itPending = _pendingPlayerLists.begin();
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while (itPending != _pendingPlayerLists.end())
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{
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if (itPending->first > GetGameState().CurrentTicks)
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if (itPending->first > getGameState().currentTicks)
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break;
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// List of active players found in the list.
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@@ -1981,7 +1981,7 @@ void NetworkBase::ProcessPlayerList()
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void NetworkBase::ProcessPlayerInfo()
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{
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const auto currentTicks = GetGameState().CurrentTicks;
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const auto currentTicks = getGameState().currentTicks;
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auto range = _pendingPlayerInfo.equal_range(currentTicks);
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for (auto it = range.first; it != range.second; it++)
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@@ -2807,7 +2807,7 @@ void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connecti
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GameLoadInit();
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GameLoadScripts();
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GameNotifyMapChanged();
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_serverState.tick = GetGameState().CurrentTicks;
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_serverState.tick = getGameState().currentTicks;
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// NetworkStatusOpen("Loaded new map from network");
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_serverState.state = NetworkServerStatus::Ok;
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_clientMapLoaded = true;
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@@ -2849,7 +2849,7 @@ bool NetworkBase::LoadMap(IStream* stream)
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objManager.LoadObjects(loadResult.RequiredObjects);
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// TODO: Have a separate GameState and exchange once loaded.
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auto& gameState = GetGameState();
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auto& gameState = getGameState();
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importer->Import(gameState);
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EntityTweener::Get().Reset();
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@@ -2874,7 +2874,7 @@ bool NetworkBase::SaveMap(IStream* stream, const std::vector<const ObjectReposit
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auto exporter = std::make_unique<ParkFileExporter>();
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exporter->ExportObjectsList = objects;
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auto& gameState = GetGameState();
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auto& gameState = getGameState();
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exporter->Export(gameState, *stream);
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result = true;
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}
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@@ -4098,7 +4098,7 @@ NetworkAuth NetworkGetAuthstatus()
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}
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uint32_t NetworkGetServerTick()
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{
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return GetGameState().CurrentTicks;
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return getGameState().currentTicks;
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}
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void NetworkFlush()
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{
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