Codechange: use scoped enum for PacketGameType

This commit is contained in:
Rubidium
2026-04-06 15:12:02 +02:00
committed by rubidium42
parent 0ad97043bb
commit 9acfa96cb3
8 changed files with 356 additions and 354 deletions
+9 -9
View File
@@ -83,13 +83,13 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "Query::SendGameInfo()");
this->SendPacket(std::make_unique<Packet>(this, PACKET_CLIENT_GAME_INFO));
this->SendPacket(std::make_unique<Packet>(this, PacketGameType::ClientGameInfo));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
NetworkRecvStatus QueryNetworkGameSocketHandler::ReceiveServerFull(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_FULL()");
Debug(net, 9, "Query::ReceiveServerFull()");
NetworkGame *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_FULL;
@@ -100,9 +100,9 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
NetworkRecvStatus QueryNetworkGameSocketHandler::ReceiveServerBanned(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_BANNED()");
Debug(net, 9, "Query::ReceiveServerBanned()");
NetworkGame *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_BANNED;
@@ -113,9 +113,9 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &p)
NetworkRecvStatus QueryNetworkGameSocketHandler::ReceiveServerGameInfo(Packet &p)
{
Debug(net, 9, "Query::Receive_SERVER_GAME_INFO()");
Debug(net, 9, "Query::ReceiveServerGameInfo()");
NetworkGame *item = NetworkGameListAddItem(this->connection_string);
@@ -134,11 +134,11 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
NetworkRecvStatus QueryNetworkGameSocketHandler::ReceiveServerError(Packet &p)
{
NetworkErrorCode error = static_cast<NetworkErrorCode>(p.Recv_uint8());
Debug(net, 9, "Query::Receive_SERVER_ERROR(): error={}", error);
Debug(net, 9, "Query::ReceiveServerError(): error={}", error);
NetworkGame *item = NetworkGameListAddItem(this->connection_string);