forked from mirrors/0ad
Don't convert actions to void*
Accepted By: @vladislavbelov Differential Revision: https://code.wildfiregames.com/D5044 This was SVN commit r27783.
This commit is contained in:
@@ -683,36 +683,36 @@ void CNetServerWorker::SetupSession(CNetServerSession* session)
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session->AddTransition(NSS_UNCONNECTED, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, (void*)&OnClientHandshake, context);
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session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, &OnClientHandshake, context);
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session->AddTransition(NSS_LOBBY_AUTHENTICATE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_LOBBY_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, context);
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session->AddTransition(NSS_LOBBY_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, &OnAuthenticate, context);
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session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, context);
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session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, &OnAuthenticate, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, (void*)&OnChat, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_READY, NSS_PREGAME, (void*)&OnReady, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CLEAR_ALL_READY, NSS_PREGAME, (void*)&OnClearAllReady, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_GAME_SETUP, NSS_PREGAME, (void*)&OnGameSetup, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_ASSIGN_PLAYER, NSS_PREGAME, (void*)&OnAssignPlayer, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_KICKED, NSS_PREGAME, (void*)&OnKickPlayer, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_GAME_START, NSS_PREGAME, (void*)&OnGameStart, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnLoadedGame, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, &OnDisconnect, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, &OnChat, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_READY, NSS_PREGAME, &OnReady, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CLEAR_ALL_READY, NSS_PREGAME, &OnClearAllReady, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_GAME_SETUP, NSS_PREGAME, &OnGameSetup, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_ASSIGN_PLAYER, NSS_PREGAME, &OnAssignPlayer, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_KICKED, NSS_PREGAME, &OnKickPlayer, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_GAME_START, NSS_PREGAME, &OnGameStart, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, &OnLoadedGame, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_KICKED, NSS_JOIN_SYNCING, (void*)&OnKickPlayer, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnJoinSyncingLoadedGame, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_KICKED, NSS_JOIN_SYNCING, &OnKickPlayer, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, &OnDisconnect, context);
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session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NSS_INGAME, &OnJoinSyncingLoadedGame, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_REJOINED, NSS_INGAME, (void*)&OnRejoined, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_KICKED, NSS_INGAME, (void*)&OnKickPlayer, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CLIENT_PAUSED, NSS_INGAME, (void*)&OnClientPaused, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CHAT, NSS_INGAME, (void*)&OnChat, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SIMULATION_COMMAND, NSS_INGAME, (void*)&OnSimulationCommand, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SYNC_CHECK, NSS_INGAME, (void*)&OnSyncCheck, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_END_COMMAND_BATCH, NSS_INGAME, (void*)&OnEndCommandBatch, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_REJOINED, NSS_INGAME, &OnRejoined, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_KICKED, NSS_INGAME, &OnKickPlayer, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CLIENT_PAUSED, NSS_INGAME, &OnClientPaused, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, &OnDisconnect, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CHAT, NSS_INGAME, &OnChat, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SIMULATION_COMMAND, NSS_INGAME, &OnSimulationCommand, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SYNC_CHECK, NSS_INGAME, &OnSyncCheck, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_END_COMMAND_BATCH, NSS_INGAME, &OnEndCommandBatch, context);
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// Set first state
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session->SetFirstState(NSS_HANDSHAKE);
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