summaryrefslogtreecommitdiff
path: root/src/network/network_server.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 1a14623b8..53198f970 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -760,12 +760,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
{
return this->SendCompanyInfo();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
@@ -786,7 +786,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
return this->SendWelcome();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -855,13 +855,13 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
- return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
+ return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
}
return this->SendNewGRFCheck();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -886,7 +886,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
return this->SendWelcome();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -908,7 +908,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
return this->SendWelcome();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
{
NetworkClientSocket *new_cs;
@@ -950,7 +950,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
return this->SendMap();
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
@@ -997,7 +997,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
@@ -1061,7 +1061,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
@@ -1095,7 +1095,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
@@ -1122,7 +1122,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
@@ -1281,7 +1281,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
}
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
@@ -1313,7 +1313,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -1330,7 +1330,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -1356,7 +1356,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -1381,7 +1381,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
+NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);