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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-21 22:13:07 +01:00
Remove some redundant casts and fix rct_sprite::AsDuck()
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c8c9bf70a7
commit
d481cca2ed
@@ -612,7 +612,7 @@ const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text)
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lineCh = utf8_write_codepoint(lineCh, FORMAT_WHITE);
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char* ptrtext = lineCh;
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safe_strcpy(lineCh, text, 800);
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utf8_remove_format_codes((utf8*)ptrtext, true);
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utf8_remove_format_codes(ptrtext, true);
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return formatted;
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}
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@@ -1070,7 +1070,7 @@ void Network::Server_Send_AUTH(NetworkConnection& connection)
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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 << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.AuthStatus << (uint8)new_playerid;
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*packet << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.AuthStatus << new_playerid;
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if (connection.AuthStatus == NETWORK_AUTH_BADVERSION) {
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packet->WriteString(NETWORK_STREAM_ID);
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}
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@@ -1180,7 +1180,7 @@ void Network::Server_Send_CHAT(const char* text)
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void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
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*packet << (uint32)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
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<< ecx << edx << esi << edi << ebp << callback;
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server_connection->QueuePacket(std::move(packet));
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}
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@@ -1188,7 +1188,7 @@ void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx
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void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback)
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{
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
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*packet << (uint32)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED)
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<< ecx << edx << esi << edi << ebp << playerid << callback;
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SendPacketToClients(*packet, false, true);
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}
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@@ -1210,7 +1210,7 @@ void Network::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 << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream;
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server_connection->QueuePacket(std::move(packet));
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}
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@@ -1222,7 +1222,7 @@ void Network::Server_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 << (uint32)NETWORK_COMMAND_GAME_ACTION << (uint32)gCurrentTicks << action->GetType() << stream;
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*packet << (uint32)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream;
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SendPacketToClients(*packet);
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}
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@@ -1238,7 +1238,7 @@ void Network::Server_Send_TICK()
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last_tick_sent_time = ticks;
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_TICK << (uint32)gCurrentTicks << (uint32)gScenarioSrand0;
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*packet << (uint32)NETWORK_COMMAND_TICK << gCurrentTicks << gScenarioSrand0;
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uint32 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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@@ -1877,7 +1877,7 @@ void Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& p
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const char* gameversion = packet.ReadString();
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const char* name = packet.ReadString();
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const char* password = packet.ReadString();
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const char *pubkey = (const char *)packet.ReadString();
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const char *pubkey = packet.ReadString();
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uint32 sigsize;
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packet >> sigsize;
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if (pubkey == nullptr) {
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@@ -2737,7 +2737,7 @@ void network_chat_show_server_greeting()
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lineCh = utf8_write_codepoint(lineCh, FORMAT_GREEN);
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char* ptrtext = lineCh;
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safe_strcpy(lineCh, greeting, CHAT_INPUT_SIZE - 24); // Limit to 1000 characters so we don't overflow the buffer
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utf8_remove_format_codes((utf8*)ptrtext, true);
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utf8_remove_format_codes(ptrtext, true);
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chat_history_add(greeting_formatted);
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}
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}
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