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https://gitea.wildfiregames.com/0ad/0ad.git
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Restrict param type of FSM events
Previously the param type was `void*` now the type has to be specified as template parameter of the `CFsm`. With this commit some casts can be removed.
This commit is contained in:
+23
-23
@@ -59,7 +59,7 @@ enum
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* It provides an interface between the GUI, the network (via CNetClientSession),
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* and the game (via CGame and CNetClientTurnManager).
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*/
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class CNetClient : public CFsm<CNetClient>
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class CNetClient : public CFsm<CNetClient, CNetMessage*>
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{
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NONCOPYABLE(CNetClient);
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@@ -281,28 +281,28 @@ private:
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void SendAuthenticateMessage();
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// Net message / FSM transition handlers
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static bool OnConnect(CNetClient* client, CFsmEvent* event);
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static bool OnHandshake(CNetClient* client, CFsmEvent* event);
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static bool OnHandshakeResponse(CNetClient* client, CFsmEvent* event);
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static bool OnAuthenticateRequest(CNetClient* client, CFsmEvent* event);
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static bool OnAuthenticate(CNetClient* client, CFsmEvent* event);
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static bool OnChat(CNetClient* client, CFsmEvent* event);
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static bool OnReady(CNetClient* client, CFsmEvent* event);
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static bool OnGameSetup(CNetClient* client, CFsmEvent* event);
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static bool OnPlayerAssignment(CNetClient* client, CFsmEvent* event);
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static bool OnInGame(CNetClient* client, CFsmEvent* event);
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static bool OnGameStart(CNetClient* client, CFsmEvent* event);
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static bool OnSavedGameStart(CNetClient* client, CFsmEvent* event);
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static bool OnJoinSyncStart(CNetClient* client, CFsmEvent* event);
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static bool OnJoinSyncEndCommandBatch(CNetClient* client, CFsmEvent* event);
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static bool OnFlare(CNetClient* client, CFsmEvent* event);
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static bool OnRejoined(CNetClient* client, CFsmEvent* event);
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static bool OnKicked(CNetClient* client, CFsmEvent* event);
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static bool OnClientTimeout(CNetClient* client, CFsmEvent* event);
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static bool OnClientPerformance(CNetClient* client, CFsmEvent* event);
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static bool OnClientsLoading(CNetClient* client, CFsmEvent* event);
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static bool OnClientPaused(CNetClient* client, CFsmEvent* event);
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static bool OnLoadedGame(CNetClient* client, CFsmEvent* event);
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static bool OnConnect(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnHandshake(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnHandshakeResponse(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnAuthenticateRequest(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnAuthenticate(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnChat(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnReady(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnGameSetup(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnPlayerAssignment(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnInGame(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnGameStart(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnSavedGameStart(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnJoinSyncStart(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnJoinSyncEndCommandBatch(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnFlare(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnRejoined(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnKicked(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnClientTimeout(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnClientPerformance(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnClientsLoading(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnClientPaused(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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static bool OnLoadedGame(CNetClient* client, CFsmEvent<CNetMessage*>* event);
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/**
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* Take ownership of a session object, and use it for all network communication.
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