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path: root/src/network/network_server.cpp
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Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 705528727..442df0b69 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -80,9 +80,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::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.
*/
@@ -114,7 +114,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
SetWindowDirty(WC_CLIENT_LIST, 0);
- this->Send_Packets(true);
+ this->SendPackets(true);
delete this->GetInfo();
delete this;
@@ -138,7 +138,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
- if (cs->Send_Packets() && cs->status == STATUS_MAP) {
+ if (cs->SendPackets() && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
@@ -161,7 +161,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
- this->Send_Packet(p);
+ this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
@@ -208,7 +208,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (true);
- this->Send_CompanyInformation(p, company, &company_stats[company->index]);
+ this->SendCompanyInformation(p, company, &company_stats[company->index]);
if (StrEmpty(clients[company->index])) {
p->Send_string("<none>");
@@ -216,7 +216,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_string(clients[company->index]);
}
- this->Send_Packet(p);
+ this->SendPacket(p);
}
p = new Packet(PACKET_SERVER_COMPANY_INFO);
@@ -224,7 +224,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (false);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -234,7 +234,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
- this->Send_Packet(p);
+ this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
GetString(str, strid, lastof(str));
@@ -282,10 +282,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != NULL; c = c->next) {
- if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
+ if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
}
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -297,7 +297,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
this->status = STATUS_AUTH_GAME;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -311,7 +311,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -330,7 +330,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
- this->Send_Packet(p);
+ this->SendPacket(p);
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
@@ -355,7 +355,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -390,7 +390,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
p->Send_uint32(ftell(file_pointer));
- this->Send_Packet(p);
+ this->SendPacket(p);
fseek(file_pointer, 0, SEEK_SET);
@@ -413,11 +413,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
p->size += res;
- this->Send_Packet(p);
+ this->SendPacket(p);
if (feof(file_pointer)) {
/* Done reading! */
Packet *p = new Packet(PACKET_SERVER_MAP_DONE);
- this->Send_Packet(p);
+ this->SendPacket(p);
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
@@ -450,7 +450,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
/* Send all packets (forced) and check if we have send it all */
- if (this->Send_Packets() && this->IsPacketQueueEmpty()) {
+ if (this->SendPackets() && this->IsPacketQueueEmpty()) {
/* All are sent, increase the sent_packets */
sent_packets *= 2;
} else {
@@ -467,7 +467,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
p->Send_uint32(client_id);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -483,7 +483,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
p->Send_uint32(_sync_seed_2);
#endif
#endif
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -496,7 +496,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -504,11 +504,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
{
Packet *p = new Packet(PACKET_SERVER_COMMAND);
- this->Send_Command(p, cp);
+ this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -522,7 +522,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
p->Send_string(msg);
p->Send_uint64(data);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -533,7 +533,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -543,21 +543,21 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
p->Send_uint32(client_id);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -567,7 +567,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour,
p->Send_uint16(colour);
p->Send_string(command);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -577,7 +577,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
p->Send_uint32(client_id);
p->Send_uint8(company_id);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -586,7 +586,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -596,7 +596,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
p->Send_uint8(_settings_client.network.max_companies);
p->Send_uint8(_settings_client.network.max_spectators);
- this->Send_Packet(p);
+ this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -854,7 +854,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
}
CommandPacket cp;
- const char *err = this->Recv_Command(p, &cp);
+ const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
@@ -1239,7 +1239,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
return NETWORK_RECV_STATUS_OKAY;
}
-void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
+void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
{
/* Grab the company name */
char company_name[NETWORK_COMPANY_NAME_LENGTH];