From b6c2216749765e4d29fc3fa05dc1023c2c643cce Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 30 Nov 2010 13:38:46 +0000 Subject: (svn r21358) -Codechange: make some network function names conform to coding style --- src/network/network_client.cpp | 50 +++++++++++++++++++++--------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'src/network/network_client.cpp') 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(); -- cgit v1.2.3-54-g00ecf