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-rw-r--r--src/network/network.cpp8
-rw-r--r--src/network/network_chat_gui.cpp2
-rw-r--r--src/network/network_client.cpp103
-rw-r--r--src/network/network_client.h38
-rw-r--r--src/network/network_command.cpp2
-rw-r--r--src/network/network_gui.cpp4
-rw-r--r--src/network/network_internal.h3
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