this is a more "clean" conversion to 64 bit than the type-fixups branch, which does borrow some elements from it but has far less find and replace...it is about 98-99% done, notes to follow later

This commit is contained in:
DarthArgus
2017-01-24 03:35:59 +00:00
parent 42b949c3dc
commit 36686348e9
458 changed files with 2282 additions and 2367 deletions
@@ -18,7 +18,7 @@
//-----------------------------------------------------------------------
CentralConnection::CentralConnection(const std::string & address, const unsigned short port) :
CentralConnection::CentralConnection(const std::string & address, const uint16_t port) :
ServerConnection(address, port, NetworkSetupData())
{
}
@@ -14,7 +14,7 @@
class CentralConnection : public ServerConnection
{
public:
CentralConnection (const std::string & address, const unsigned short port);
CentralConnection (const std::string & address, const uint16_t port);
CentralConnection(UdpConnectionMT *, TcpClient *);
~CentralConnection();
void onConnectionClosed();
@@ -163,7 +163,7 @@ void Client::receiveMessage(const MessageDispatch::Emitter & source, const Messa
if(messageType == constcrc("GameConnectionClosed"))
{
// Game server has crashed. With luck, we'll get transferred to a new server shortly
// Game server has crashed. With luck, we'll get transferred to a new server int16_tly
// So, clear our connection and put us on a queue. If we don't get transferred in a
// reasonable about of time, we'll be dropped.
@@ -925,7 +925,7 @@ void ClientConnection::onReceive(const Archive::ByteStream &message) {
default : {
//Forward on to Game Server
DEBUG_REPORT_LOG((!m_client ||
!m_client->getGameConnection()), ("Warn, received game message with no game connection. This may happen for a short time after a GameServer crashes. If it continues to happen, it indicates a bug.\n"));
!m_client->getGameConnection()), ("Warn, received game message with no game connection. This may happen for a int16_t time after a GameServer crashes. If it continues to happen, it indicates a bug.\n"));
if (m_client && m_client->getGameConnection()) {
static std::vector <NetworkId> v;
@@ -992,7 +992,7 @@ void ClientConnection::onReceive(const Archive::ByteStream &message) {
Unicode::String biography(clientCreate.getBiography());
if (biography.length() > 1024) {
IGNORE_RETURN(biography.erase(1024));
DEBUG_REPORT_LOG(true, ("Biography shortened to 1024 characters.\n"));
DEBUG_REPORT_LOG(true, ("Biography int16_tened to 1024 characters.\n"));
}
if (m_isAdminAccount) {
@@ -35,7 +35,7 @@
//-----------------------------------------------------------------------
GameConnection::GameConnection(const std::string & a, const unsigned short p) :
GameConnection::GameConnection(const std::string & a, const uint16_t p) :
ServerConnection(a, p, NetworkSetupData()),
gameServerId(0),
sceneName()
@@ -16,7 +16,7 @@ class GameCommandChannel;
class GameConnection : public ServerConnection
{
public:
GameConnection(const std::string & remoteAddress, const unsigned short port);
GameConnection(const std::string & remoteAddress, const uint16_t port);
GameConnection(UdpConnectionMT *, TcpClient *);
virtual ~GameConnection();