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
This commit is contained in:
Jonathan G Rennison
2021-09-18 01:28:57 +01:00
50 changed files with 974 additions and 527 deletions

View File

@@ -623,29 +623,10 @@ struct AfterNewGRFScan : NewGRFScanCallback {
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
if (_network_available && network_conn != nullptr) {
const char *port = nullptr;
const char *company = nullptr;
uint16 rport = NETWORK_DEFAULT_PORT;
CompanyID join_as = COMPANY_NEW_COMPANY;
ParseGameConnectionString(&company, &port, network_conn);
if (company != nullptr) {
join_as = (CompanyID)atoi(company);
if (join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
delete this;
return;
}
}
}
if (port != nullptr) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
NetworkClientConnectGame(network_conn, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
@@ -740,7 +721,7 @@ int openttd_main(int argc, char *argv[])
SetDebugString("net=3");
if (mgo.opt != nullptr) {
const char *port = nullptr;
ParseConnectionString(&port, mgo.opt);
ParseFullConnectionString(nullptr, &port, mgo.opt);
if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
if (port != nullptr) scanner->dedicated_port = atoi(port);
}
@@ -939,15 +920,7 @@ int openttd_main(int argc, char *argv[])
NetworkStartUp(); // initialize network-core
if (debuglog_conn != nullptr && _network_available) {
const char *port = nullptr;
uint16 rport;
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
ParseConnectionString(&port, debuglog_conn);
if (port != nullptr) rport = atoi(port);
NetworkStartDebugLog(debuglog_conn, rport);
NetworkStartDebugLog(debuglog_conn);
}
if (!HandleBootstrap()) {
@@ -1298,6 +1271,11 @@ void SwitchToMode(SwitchMode new_mode)
break;
}
case SM_JOIN_GAME: // Join a multiplayer game
LoadIntroGame();
NetworkClientJoinGame();
break;
case SM_MENU: // Switch to game intro menu
LoadIntroGame();
if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
@@ -1975,7 +1953,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
NetworkClientConnectGame(_settings_client.network.last_joined, COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();