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@@ -19,13 +19,12 @@ private:
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struct PacketReader *savegame; ///< Packet reader for reading the savegame.
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byte token; ///< The token we need to send back to the server to prove we're the right client.
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/** Status of the connection with the server. */
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enum ServerStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_GAME_INFO, ///< We are trying to get the game information.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_AUTH_COMPANY, ///< Last action was requesting company password.
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STATUS_AUTHORIZED, ///< The client is authorized at the server.
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
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@@ -41,13 +40,12 @@ protected:
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friend void NetworkClose(bool close_admins);
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static ClientNetworkGameSocketHandler *my_client; ///< This is us!
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NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override;
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@@ -77,14 +75,12 @@ public:
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ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendInformationQuery();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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