Tell the server we would like to join. */
| 283 | |
| 284 | /** Tell the server we would like to join. */ |
| 285 | NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() |
| 286 | { |
| 287 | Debug(net, 9, "Client::SendJoin()"); |
| 288 | |
| 289 | Debug(net, 9, "Client::status = JOIN"); |
| 290 | my_client->status = STATUS_JOIN; |
| 291 | Debug(net, 9, "Client::join_status = AUTHORIZING"); |
| 292 | _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; |
| 293 | SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); |
| 294 | |
| 295 | auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_JOIN); |
| 296 | p->Send_string(GetNetworkRevisionString()); |
| 297 | p->Send_uint32(_openttd_newgrf_version); |
| 298 | my_client->SendPacket(std::move(p)); |
| 299 | |
| 300 | return NETWORK_RECV_STATUS_OKAY; |
| 301 | } |
| 302 | |
| 303 | NetworkRecvStatus ClientNetworkGameSocketHandler::SendIdentify() |
| 304 | { |
nothing calls this directly
no test coverage detected