Merge branch 'master' into jgrpp-beta
# Conflicts: # src/engine_base.h # src/gfxinit.cpp # src/graph_gui.cpp # src/lang/brazilian_portuguese.txt # src/lang/dutch.txt # src/lang/french.txt # src/lang/korean.txt # src/lang/norwegian_bokmal.txt # src/lang/portuguese.txt # src/lang/russian.txt # src/lang/spanish.txt # src/lang/spanish_MX.txt # src/network/core/address.cpp # src/network/core/game_info.h # src/network/core/os_abstraction.h # src/network/core/udp.cpp # src/network/network_client.cpp # src/network/network_client.h # src/network/network_internal.h # src/newgrf_engine.cpp # src/settings_gui.cpp # src/station_cmd.cpp # src/string_func.h # src/town_gui.cpp # src/video/video_driver.cpp # src/widget_type.h
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@@ -969,16 +969,15 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
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break;
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}
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if (StrEmpty(_settings_client.network.last_host)) {
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if (StrEmpty(_settings_client.network.last_joined)) {
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IConsolePrint(CC_DEFAULT, "No server for reconnecting.");
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return true;
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}
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/* Don't resolve the address first, just print it directly as it comes from the config file. */
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IConsolePrintF(CC_DEFAULT, "Reconnecting to %s:%d...", _settings_client.network.last_host, _settings_client.network.last_port);
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IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, playas);
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return true;
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return NetworkClientConnectGame(_settings_client.network.last_joined, playas);
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}
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DEF_CONSOLE_CMD(ConNetworkConnect)
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@@ -991,37 +990,8 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
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}
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if (argc < 2) return false;
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if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
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const char *port = nullptr;
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const char *company = nullptr;
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char *ip = argv[1];
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/* Default settings: default port and new company */
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uint16 rport = NETWORK_DEFAULT_PORT;
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CompanyID join_as = COMPANY_NEW_COMPANY;
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ParseGameConnectionString(&company, &port, ip);
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IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
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if (company != nullptr) {
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join_as = (CompanyID)atoi(company);
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IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
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/* From a user pov 0 is a new company, internally it's different and all
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* companies are offset by one to ease up on users (eg companies 1-8 not 0-7) */
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if (join_as != COMPANY_SPECTATOR) {
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if (join_as > MAX_COMPANIES) return false;
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join_as--;
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}
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}
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if (port != nullptr) {
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rport = atoi(port);
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IConsolePrintF(CC_DEFAULT, " port: %s", port);
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}
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NetworkClientConnectGame(ip, rport, join_as);
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return true;
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return NetworkClientConnectGame(argv[1], COMPANY_NEW_COMPANY);
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}
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/*********************************
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