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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@@ -94,10 +94,10 @@ extern uint8 _network_reconnect;
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extern CompanyMask _network_company_passworded;
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void NetworkTCPQueryServer(NetworkAddress address);
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void NetworkTCPQueryServer(NetworkAddress address, bool request_company_info = false);
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void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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void NetworkAddServer(const char *b);
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struct NetworkGameList *NetworkAddServer(const std::string &connection_string);
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void NetworkRebuildHostList();
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void UpdateNetworkGameWindow();
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@@ -119,11 +119,15 @@ void NetworkExecuteLocalCommandQueue();
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void NetworkFreeLocalCommandQueue();
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void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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void NetworkError(StringID error_string);
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void ShowNetworkError(StringID error_string);
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", NetworkTextMessageData data = NetworkTextMessageData());
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkFindName(char *new_name, const char *last);
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
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bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
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NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port);
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NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port);
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#endif /* NETWORK_INTERNAL_H */
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