diff options
-rw-r--r-- | src/network/network.cpp | 8 | ||||
-rw-r--r-- | src/network/network_chat_gui.cpp | 2 | ||||
-rw-r--r-- | src/network/network_client.cpp | 103 | ||||
-rw-r--r-- | src/network/network_client.h | 38 | ||||
-rw-r--r-- | src/network/network_command.cpp | 2 | ||||
-rw-r--r-- | src/network/network_gui.cpp | 4 | ||||
-rw-r--r-- | src/network/network_internal.h | 3 |
7 files changed, 89 insertions, 71 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 88f6128c7..f874be3e9 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -279,7 +279,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs) /* This means we fucked up and the server closed the connection */ if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL && res != NETWORK_RECV_STATUS_SERVER_BANNED) { - SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno); + MyClient::SendError(errorno); } _switch_mode = SM_MENU; @@ -633,7 +633,7 @@ static void NetworkClose() FOR_ALL_CLIENT_SOCKETS(cs) { if (!_network_server) { - SEND_COMMAND(PACKET_CLIENT_QUIT)(); + MyClient::SendQuit(); cs->Send_Packets(); } NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST); @@ -687,7 +687,7 @@ public: { _networking = true; NetworkAllocClient(s); - SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); + MyClient::SendCompanyInformationQuery(); } }; @@ -1003,7 +1003,7 @@ static bool NetworkDoClientLoop() * frame as he is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; - SEND_COMMAND(PACKET_CLIENT_ACK)(); + MyClient::SendAck(); } _sync_frame = 0; diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp index ce6064e8c..345c42a54 100644 --- a/src/network/network_chat_gui.cpp +++ b/src/network/network_chat_gui.cpp @@ -264,7 +264,7 @@ static void SendChat(const char *buf, DestType type, int dest) { if (StrEmpty(buf)) return; if (!_network_server) { - SEND_COMMAND(PACKET_CLIENT_CHAT)((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0); + MyClient::SendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, 0); } else { NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, CLIENT_ID_SERVER); } diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 0752e08fb..619a43ebf 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -40,10 +40,19 @@ */ ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) { + assert(ClientNetworkGameSocketHandler::my_client == NULL); + ClientNetworkGameSocketHandler::my_client = this; } -/* So we don't make too much typos ;) */ -#define MY_CLIENT NetworkClientSocket::Get(0) +/** Clear whatever we assigned. */ +ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler() +{ + assert(ClientNetworkGameSocketHandler::my_client == this); + ClientNetworkGameSocketHandler::my_client = NULL; +} + +/** Our client's connection. */ +ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL; static uint32 last_ack_frame; @@ -120,7 +129,7 @@ void HashCurrentCompanyPassword(const char *password) * DEF_CLIENT_SEND_COMMAND has no parameters ************/ -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() { /* * Packet: CLIENT_COMPANY_INFO @@ -133,11 +142,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); p = new Packet(PACKET_CLIENT_COMPANY_INFO); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { /* * Packet: CLIENT_JOIN @@ -158,11 +167,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) 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->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() { /* * Packet: CLIENT_NEWGRFS_CHECKED @@ -171,11 +180,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) */ Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) { /* * Packet: CLIENT_GAME_PASSWORD @@ -186,11 +195,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password) */ Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); p->Send_string(password); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) { /* * Packet: CLIENT_COMPANY_PASSWORD @@ -201,11 +210,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *passwo */ Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() { /* * Packet: CLIENT_GETMAP @@ -222,11 +231,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) * 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->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() { /* * Packet: CLIENT_MAP_OK @@ -236,11 +245,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) */ Packet *p = new Packet(PACKET_CLIENT_MAP_OK); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() { /* * Packet: CLIENT_ACK @@ -252,12 +261,12 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) Packet *p = new Packet(PACKET_CLIENT_ACK); p->Send_uint32(_frame_counter); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send a command packet to the server */ -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { /* * Packet: CLIENT_COMMAND @@ -273,14 +282,14 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp) */ Packet *p = new Packet(PACKET_CLIENT_COMMAND); - MY_CLIENT->Send_Command(p, cp); + my_client->Send_Command(p, cp); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send a chat-packet over the network */ -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg, int64 data) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { /* * Packet: CLIENT_CHAT @@ -301,12 +310,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType p->Send_string(msg); p->Send_uint64(data); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send an error-packet over the network */ -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno) { /* * Packet: CLIENT_ERROR @@ -317,11 +326,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) Packet *p = new Packet(PACKET_CLIENT_ERROR); p->Send_uint8(errorno); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password) { /* * Packet: PACKET_CLIENT_SET_PASSWORD @@ -332,11 +341,11 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) { /* * Packet: PACKET_CLIENT_SET_NAME @@ -347,12 +356,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) Packet *p = new Packet(PACKET_CLIENT_SET_NAME); p->Send_string(name); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send an quit-packet over the network */ -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)() +NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit() { /* * Packet: CLIENT_QUIT @@ -361,25 +370,25 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)() */ Packet *p = new Packet(PACKET_CLIENT_QUIT); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command) { Packet *p = new Packet(PACKET_CLIENT_RCON); p->Send_string(pass); p->Send_string(command); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass) +NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass) { Packet *p = new Packet(PACKET_CLIENT_MOVE); p->Send_uint8(company); p->Send_string(GenerateCompanyPasswordHash(pass)); - MY_CLIENT->Send_Packet(p); + my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } @@ -558,7 +567,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS) if (ret == NETWORK_RECV_STATUS_OKAY) { /* Start receiving the map */ - return SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(); + return SendNewGRFsOk(); } /* NewGRF mismatch, bail out */ @@ -570,7 +579,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD) { const char *password = _network_join_server_password; if (!StrEmpty(password)) { - return SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD)(password); + return SendGamePassword(password); } ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD); @@ -586,7 +595,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD) const char *password = _network_join_company_password; if (!StrEmpty(password)) { - return SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(password); + return SendCompanyPassword(password); } ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD); @@ -603,7 +612,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME) p->Recv_string(_password_server_id, sizeof(_password_server_id)); /* Start receiving the map */ - return SEND_COMMAND(PACKET_CLIENT_GETMAP)(); + return SendGetMap(); } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT) @@ -685,7 +694,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP) * only toolbar/statusbar and gamefield are visible */ /* Say we received the map and loaded it correctly! */ - SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); + SendMapOk(); /* New company/spectator (invalid company) or company we want to join is not active * Switch local company to spectator and await the server's judgement */ @@ -730,7 +739,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME) if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; DEBUG(net, 4, "Sent ACK at %d", _frame_counter); - SEND_COMMAND(PACKET_CLIENT_ACK)(); + SendAck(); } return NETWORK_RECV_STATUS_OKAY; @@ -944,12 +953,12 @@ void NetworkClient_Connected() _frame_counter_server = 0; last_ack_frame = 0; /* Request the game-info */ - SEND_COMMAND(PACKET_CLIENT_JOIN)(); + MyClient::SendJoin(); } void NetworkClientSendRcon(const char *password, const char *command) { - SEND_COMMAND(PACKET_CLIENT_RCON)(password, command); + MyClient::SendRCon(password, command); } /** @@ -960,7 +969,7 @@ void NetworkClientSendRcon(const char *password, const char *command) */ void NetworkClientRequestMove(CompanyID company_id, const char *pass) { - SEND_COMMAND(PACKET_CLIENT_MOVE)(company_id, pass); + MyClient::SendMove(company_id, pass); } void NetworkClientsToSpectators(CompanyID cid) @@ -985,7 +994,7 @@ void NetworkUpdateClientName() /* Don't change the name if it is the same as the old name */ if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) { if (!_network_server) { - SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.client_name); + MyClient::SendSetName(_settings_client.network.client_name); } else { if (NetworkFindName(_settings_client.network.client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name); @@ -998,12 +1007,12 @@ void NetworkUpdateClientName() void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { - SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg, data); + MyClient::SendChat(action, type, dest, msg, data); } static void NetworkClientSetPassword(const char *password) { - SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(password); + MyClient::SendSetPassword(password); } /** diff --git a/src/network/network_client.h b/src/network/network_client.h index ee0c56fca..4e9934cce 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -19,6 +19,8 @@ /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler { protected: + static ClientNetworkGameSocketHandler *my_client; + DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR); @@ -43,23 +45,33 @@ protected: DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE); + + static NetworkRecvStatus SendNewGRFsOk(); + static NetworkRecvStatus SendGetMap(); + static NetworkRecvStatus SendMapOk(); public: ClientNetworkGameSocketHandler(SOCKET s); + ~ClientNetworkGameSocketHandler(); + + static NetworkRecvStatus SendCompanyInformationQuery(); + + static NetworkRecvStatus SendJoin(); + static NetworkRecvStatus SendCommand(const CommandPacket *cp); + static NetworkRecvStatus SendError(NetworkErrorCode errorno); + static NetworkRecvStatus SendQuit(); + static NetworkRecvStatus SendAck(); + + static NetworkRecvStatus SendGamePassword(const char *password); + static NetworkRecvStatus SendCompanyPassword(const char *password); + + static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data); + static NetworkRecvStatus SendSetPassword(const char *password); + static NetworkRecvStatus SendSetName(const char *name); + static NetworkRecvStatus SendRCon(const char *password, const char *command); + static NetworkRecvStatus SendMove(CompanyID company, const char *password); }; -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO); -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name); -DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command); -DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass); +typedef ClientNetworkGameSocketHandler MyClient; void NetworkClient_Connected(); diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp index 1b1712203..906db5862 100644 --- a/src/network/network_command.cpp +++ b/src/network/network_command.cpp @@ -151,7 +151,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma c.frame = 0; // The client can't tell which frame, so just make it 0 /* Clients send their command to the server and forget all about the packet */ - SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c); + MyClient::SendCommand(&c); } /** diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index 70f21a682..6897be989 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -2240,8 +2240,8 @@ struct NetworkJoinStatusWindow : Window { } switch (this->password_type) { - case NETWORK_GAME_PASSWORD: SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD) (str); break; - case NETWORK_COMPANY_PASSWORD: SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(str); break; + case NETWORK_GAME_PASSWORD: MyClient::SendGamePassword (str); break; + case NETWORK_COMPANY_PASSWORD: MyClient::SendCompanyPassword(str); break; default: NOT_REACHED(); } } diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 2532a630e..b492e61c3 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -175,9 +175,6 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]); /* Macros to make life a bit more easier */ -#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p) -#define DEF_CLIENT_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command() -#define DEF_CLIENT_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command #define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p) #define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs) #define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command |