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Convert most remaining C-style casts to C++-style ones (#11867)
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9ef8d6da42
@@ -1442,7 +1442,7 @@ void Network::Client_Send_AUTH(
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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() <= (size_t)UINT32_MAX);
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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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_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
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@@ -2611,7 +2611,9 @@ void Network::Client_Handle_GAMESTATE(NetworkConnection& connection, NetworkPack
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const uint8_t* data = packet.Read(dataSize);
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_serverGameState.Write(data, dataSize);
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log_verbose("Received Game State %.02f%%", ((float)_serverGameState.GetLength() / (float)totalSize) * 100.0f);
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log_verbose(
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"Received Game State %.02f%%",
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(static_cast<float>(_serverGameState.GetLength()) / static_cast<float>(totalSize)) * 100.0f);
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if (_serverGameState.GetLength() == totalSize)
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{
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@@ -2850,7 +2852,7 @@ void Network::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection,
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intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { gNetwork.Close(); });
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context_open_intent(&intent);
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std::memcpy(&chunk_buffer[offset], (void*)packet.Read(chunksize), chunksize);
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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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{
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// Allow queue processing of game actions again.
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