diff options
Diffstat (limited to 'src/game-server/gamehandler.cpp')
-rw-r--r-- | src/game-server/gamehandler.cpp | 21 |
1 files changed, 9 insertions, 12 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp index 2ce443c1..42e9ce7a 100644 --- a/src/game-server/gamehandler.cpp +++ b/src/game-server/gamehandler.cpp @@ -95,8 +95,8 @@ void GameHandler::prepareServerChange(Character *ch) client->status = CLIENT_CHANGE_SERVER; } -void GameHandler::completeServerChange(int id, std::string const &token, - std::string const &address, int port) +void GameHandler::completeServerChange(int id, const std::string &token, + const std::string &address, int port) { for (NetComputers::const_iterator i = clients.begin(), i_end = clients.end(); i != i_end; ++i) @@ -135,7 +135,7 @@ void GameHandler::updateCharacter(int charid, int partyid) static Actor *findActorNear(Actor *p, int id) { MapComposite *map = p->getMap(); - Point const &ppos = p->getPosition(); + const Point &ppos = p->getPosition(); // See map.hpp for tiles constants const int pixelDist = DEFAULT_TILE_WIDTH * TILES_TO_BE_NEAR; for (ActorIterator i(map->getAroundPointIterator(ppos, pixelDist)); i; ++i) @@ -151,7 +151,7 @@ static Actor *findActorNear(Actor *p, int id) static Character *findCharacterNear(Actor *p, int id) { MapComposite *map = p->getMap(); - Point const &ppos = p->getPosition(); + const Point &ppos = p->getPosition(); // See map.hpp for tiles constants const int pixelDist = DEFAULT_TILE_WIDTH * TILES_TO_BE_NEAR; for (CharacterIterator i(map->getAroundPointIterator(ppos, @@ -577,7 +577,7 @@ void GameHandler::sendTo(Character *beingPtr, MessageOut &msg) client->send(msg); } -void GameHandler::addPendingCharacter(std::string const &token, Character *ch) +void GameHandler::addPendingCharacter(const std::string &token, Character *ch) { /* First, check if the character is already on the map. This may happen if a client just lost its connection, and logged to the account server @@ -615,8 +615,7 @@ void GameHandler::addPendingCharacter(std::string const &token, Character *ch) mTokenCollector.addPendingConnect(token, ch); } -void -GameHandler::tokenMatched(GameClient* computer, Character* character) +void GameHandler::tokenMatched(GameClient* computer, Character* character) { computer->character = character; computer->status = CLIENT_CONNECTED; @@ -645,8 +644,7 @@ GameHandler::tokenMatched(GameClient* computer, Character* character) } } -void -GameHandler::deletePendingClient(GameClient* computer) +void GameHandler::deletePendingClient(GameClient* computer) { // Something might have changed since it was inserted if (computer->status != CLIENT_QUEUED) return; @@ -658,13 +656,12 @@ GameHandler::deletePendingClient(GameClient* computer) computer->disconnect(msg); } -void -GameHandler::deletePendingConnect(Character* character) +void GameHandler::deletePendingConnect(Character* character) { delete character; } -GameClient *GameHandler::getClientByNameSlow(std::string const &name) +GameClient *GameHandler::getClientByNameSlow(const std::string &name) { for (NetComputers::const_iterator i = clients.begin(), i_end = clients.end(); i != i_end; ++i) |