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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-23 06:44:38 +01:00

Change GameState_t members to lowerCamelCase

This commit is contained in:
Gymnasiast
2025-03-20 19:47:53 +01:00
parent eb30d3c054
commit 4badffcdb6
179 changed files with 2619 additions and 2619 deletions

View File

@@ -841,7 +841,7 @@ bool NetworkBase::IsDesynchronised() const noexcept
bool NetworkBase::CheckDesynchronizaton()
{
const auto currentTicks = GetGameState().CurrentTicks;
const auto currentTicks = getGameState().currentTicks;
// Check synchronisation
if (GetMode() == NETWORK_MODE_CLIENT && _serverState.state != NetworkServerStatus::Desynced
@@ -1556,7 +1556,7 @@ void NetworkBase::Client_Send_GAME_ACTION(const GameAction* action)
DataSerialiser stream(true);
action->Serialise(stream);
packet << GetGameState().CurrentTicks << action->GetType() << stream;
packet << getGameState().currentTicks << action->GetType() << stream;
_serverConnection->QueuePacket(std::move(packet));
}
@@ -1567,7 +1567,7 @@ void NetworkBase::ServerSendGameAction(const GameAction* action)
DataSerialiser stream(true);
action->Serialise(stream);
packet << GetGameState().CurrentTicks << action->GetType() << stream;
packet << getGameState().currentTicks << action->GetType() << stream;
SendPacketToClients(packet);
}
@@ -1575,7 +1575,7 @@ void NetworkBase::ServerSendGameAction(const GameAction* action)
void NetworkBase::ServerSendTick()
{
NetworkPacket packet(NetworkCommand::Tick);
packet << GetGameState().CurrentTicks << ScenarioRandState().s0;
packet << getGameState().currentTicks << ScenarioRandState().s0;
uint32_t flags = 0;
// Simple counter which limits how often a sprite checksum gets sent.
// This can get somewhat expensive, so we don't want to push it every tick in release,
@@ -1602,7 +1602,7 @@ void NetworkBase::ServerSendTick()
void NetworkBase::ServerSendPlayerInfo(int32_t playerId)
{
NetworkPacket packet(NetworkCommand::PlayerInfo);
packet << GetGameState().CurrentTicks;
packet << getGameState().currentTicks;
auto* player = GetPlayerByID(playerId);
if (player == nullptr)
@@ -1615,7 +1615,7 @@ void NetworkBase::ServerSendPlayerInfo(int32_t playerId)
void NetworkBase::ServerSendPlayerList()
{
NetworkPacket packet(NetworkCommand::PlayerList);
packet << GetGameState().CurrentTicks << static_cast<uint8_t>(player_list.size());
packet << getGameState().currentTicks << static_cast<uint8_t>(player_list.size());
for (auto& player : player_list)
{
player->Write(packet);
@@ -1909,7 +1909,7 @@ void NetworkBase::ProcessPlayerList()
auto itPending = _pendingPlayerLists.begin();
while (itPending != _pendingPlayerLists.end())
{
if (itPending->first > GetGameState().CurrentTicks)
if (itPending->first > getGameState().currentTicks)
break;
// List of active players found in the list.
@@ -1981,7 +1981,7 @@ void NetworkBase::ProcessPlayerList()
void NetworkBase::ProcessPlayerInfo()
{
const auto currentTicks = GetGameState().CurrentTicks;
const auto currentTicks = getGameState().currentTicks;
auto range = _pendingPlayerInfo.equal_range(currentTicks);
for (auto it = range.first; it != range.second; it++)
@@ -2807,7 +2807,7 @@ void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connecti
GameLoadInit();
GameLoadScripts();
GameNotifyMapChanged();
_serverState.tick = GetGameState().CurrentTicks;
_serverState.tick = getGameState().currentTicks;
// NetworkStatusOpen("Loaded new map from network");
_serverState.state = NetworkServerStatus::Ok;
_clientMapLoaded = true;
@@ -2849,7 +2849,7 @@ bool NetworkBase::LoadMap(IStream* stream)
objManager.LoadObjects(loadResult.RequiredObjects);
// TODO: Have a separate GameState and exchange once loaded.
auto& gameState = GetGameState();
auto& gameState = getGameState();
importer->Import(gameState);
EntityTweener::Get().Reset();
@@ -2874,7 +2874,7 @@ bool NetworkBase::SaveMap(IStream* stream, const std::vector<const ObjectReposit
auto exporter = std::make_unique<ParkFileExporter>();
exporter->ExportObjectsList = objects;
auto& gameState = GetGameState();
auto& gameState = getGameState();
exporter->Export(gameState, *stream);
result = true;
}
@@ -4098,7 +4098,7 @@ NetworkAuth NetworkGetAuthstatus()
}
uint32_t NetworkGetServerTick()
{
return GetGameState().CurrentTicks;
return getGameState().currentTicks;
}
void NetworkFlush()
{