diff options
author | rubidium <rubidium@openttd.org> | 2010-10-18 20:41:53 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-18 20:41:53 +0000 |
commit | d71f590ed6cf39f1f21384ce480c5b70cbf3ec41 (patch) | |
tree | 004060f9b4ae89b461287d62b5895528d895260e /src/network/network_client.cpp | |
parent | 9a0a76cc32ab47bdf229b0f6957e8edd8d3eccf1 (diff) | |
download | openttd-d71f590ed6cf39f1f21384ce480c5b70cbf3ec41.tar.xz |
(svn r20993) -Codechange: some shuffling of game protocol packet description so they're documented in the "same" place as UDP, content and admin packets (dihedral)
Diffstat (limited to 'src/network/network_client.cpp')
-rw-r--r-- | src/network/network_client.cpp | 105 |
1 files changed, 0 insertions, 105 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index d157ebe7c..7cb76366b 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -266,12 +266,6 @@ void HashCurrentCompanyPassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() { - /* - * Packet: CLIENT_COMPANY_INFO - * Function: Request company-info (in detail) - * Data: - * <none> - */ Packet *p; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); @@ -283,16 +277,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { - /* - * Packet: CLIENT_JOIN - * Function: Try to join the server - * Data: - * String: OpenTTD Revision (norev000 if no revision) - * String: Client Name (max NETWORK_NAME_LENGTH) - * uint8: Play as Company id (1..MAX_COMPANIES) - * uint8: Language ID - */ - Packet *p; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); @@ -308,12 +292,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() { - /* - * Packet: CLIENT_NEWGRFS_CHECKED - * Function: Tell the server that we have the required GRFs - * Data: - */ - Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; @@ -321,13 +299,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) { - /* - * Packet: CLIENT_GAME_PASSWORD - * Function: Send a password to the server to authorize - * Data: - * uint8: NetworkPasswordType - * String: Password - */ Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); p->Send_string(password); my_client->Send_Packet(p); @@ -336,13 +307,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) { - /* - * Packet: CLIENT_COMPANY_PASSWORD - * Function: Send a password to the server to authorize - * Data: - * uint8: NetworkPasswordType - * String: Password - */ Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); my_client->Send_Packet(p); @@ -351,13 +315,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() { - /* - * Packet: CLIENT_GETMAP - * Function: Request the map from the server - * Data: - * <none> - */ - Packet *p = new Packet(PACKET_CLIENT_GETMAP); /* Send the OpenTTD version to the server, let it validate it too. * But only do it for stable releases because of those we are sure @@ -372,13 +329,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() { - /* - * Packet: CLIENT_MAP_OK - * Function: Tell the server that we are done receiving/loading the map - * Data: - * <none> - */ - Packet *p = new Packet(PACKET_CLIENT_MAP_OK); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; @@ -386,13 +336,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() { - /* - * Packet: CLIENT_ACK - * Function: Tell the server we are done with this frame - * Data: - * uint32: current FrameCounter of the client - */ - Packet *p = new Packet(PACKET_CLIENT_ACK); p->Send_uint32(_frame_counter); @@ -403,19 +346,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() /* Send a command packet to the server */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { - /* - * Packet: CLIENT_COMMAND - * Function: Send a DoCommand to the Server - * Data: - * uint8: CompanyID (0..MAX_COMPANIES-1) - * uint32: CommandID (see command.h) - * uint32: P1 (free variables used in DoCommand) - * uint32: P2 - * uint32: Tile - * string: text - * uint8: CallBackID - */ - Packet *p = new Packet(PACKET_CLIENT_COMMAND); my_client->Send_Command(p, cp); @@ -426,17 +356,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke /* Send a chat-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { - /* - * Packet: CLIENT_CHAT - * Function: Send a chat-packet to the serve - * Data: - * uint8: ActionID (see network_data.h, NetworkAction) - * uint8: Destination Type (see network_data.h, DestType); - * uint32: Destination CompanyID/Client-identifier - * String: Message (max NETWORK_CHAT_LENGTH) - * uint64: Some arbitrary number - */ - Packet *p = new Packet(PACKET_CLIENT_CHAT); p->Send_uint8 (action); @@ -452,12 +371,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, /* Send an error-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno) { - /* - * Packet: CLIENT_ERROR - * Function: The client made an error and is quiting the game - * Data: - * uint8: ErrorID (see network_data.h, NetworkErrorCode) - */ Packet *p = new Packet(PACKET_CLIENT_ERROR); p->Send_uint8(errorno); @@ -467,12 +380,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password) { - /* - * Packet: PACKET_CLIENT_SET_PASSWORD - * Function: Set the password for the clients current company - * Data: - * String: Password - */ Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); @@ -482,12 +389,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) { - /* - * Packet: PACKET_CLIENT_SET_NAME - * Function: Gives the client a new name - * Data: - * String: Name - */ Packet *p = new Packet(PACKET_CLIENT_SET_NAME); p->Send_string(name); @@ -495,14 +396,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) return NETWORK_RECV_STATUS_OKAY; } -/* Send an quit-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit() { - /* - * Packet: CLIENT_QUIT - * Function: The client is quiting the game - * Data: - */ Packet *p = new Packet(PACKET_CLIENT_QUIT); my_client->Send_Packet(p); |