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authorrubidium <rubidium@openttd.org>2010-11-30 13:38:46 +0000
committerrubidium <rubidium@openttd.org>2010-11-30 13:38:46 +0000
commitb6c2216749765e4d29fc3fa05dc1023c2c643cce (patch)
treeabc3302f27c09c0e0494f4691e5989aa514116e2 /src/network/network_client.cpp
parent9c83a8975fe93568d4a3c44bd273e846b18d8e3f (diff)
downloadopenttd-b6c2216749765e4d29fc3fa05dc1023c2c643cce.tar.xz
(svn r21358) -Codechange: make some network function names conform to coding style
Diffstat (limited to 'src/network/network_client.cpp')
-rw-r--r--src/network/network_client.cpp50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 6a0254b44..07b1cfb98 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -62,9 +62,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
- * Sending a message just before leaving the game calls cs->Send_Packets.
+ * Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
- * connection after cs->Send_Packets we will close an already closed
+ * connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
@@ -72,7 +72,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
DEBUG(net, 1, "Closed client connection %d", this->client_id);
- this->Send_Packets(true);
+ this->SendPackets(true);
delete this->GetInfo();
delete this;
@@ -127,7 +127,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/*static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
- NetworkRecvStatus res = my_client->Recv_Packets();
+ NetworkRecvStatus res = my_client->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
@@ -141,7 +141,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/** Send the packets of this socket handler. */
/*static */ void ClientNetworkGameSocketHandler::Send()
{
- my_client->Send_Packets();
+ my_client->SendPackets();
my_client->CheckConnection();
}
@@ -277,7 +277,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -292,14 +292,14 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (NETLANG_ANY); // Language
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -307,7 +307,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -315,7 +315,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -331,7 +331,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
* will have the lower bits set to 0. As such they would become
* incompatible, which we would like to prevent by this. */
if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -340,7 +340,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
my_client->status = STATUS_ACTIVE;
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -349,7 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -357,9 +357,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
- my_client->Send_Command(p, cp);
+ my_client->NetworkGameSocketHandler::SendCommand(p, cp);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -374,7 +374,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
p->Send_string(msg);
p->Send_uint64(data);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -384,7 +384,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -393,7 +393,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -402,7 +402,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -410,7 +410,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Packet *p = new Packet(PACKET_CLIENT_QUIT);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -419,7 +419,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(command);
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -428,7 +428,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(pass));
- my_client->Send_Packet(p);
+ my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -597,7 +597,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
- this->Recv_GRFIdentifier(p, &c);
+ this->ReceiveGRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
@@ -779,7 +779,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
- NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
+ NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
}
} else {
/* take control over an existing company */
@@ -837,7 +837,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
- const char *err = this->Recv_Command(p, &cp);
+ const char *err = this->ReceiveCommand(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();