Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)
(cherry picked from commit 881e1da51d
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
088922b120
commit
879de9781b
@@ -223,8 +223,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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/* First, send a CLIENT_ERROR to the server, so he knows we are
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* disconnection (and why!) */
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/* First, send a CLIENT_ERROR to the server, so it knows we are
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* disconnected (and why!) */
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NetworkErrorCode errorno;
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/* We just want to close the connection.. */
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@@ -341,7 +341,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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* frame as he is.. so we can start playing! */
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* frame as it is.. so we can start playing! */
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if (_network_first_time) {
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_network_first_time = false;
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SendAck();
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@@ -1528,7 +1528,7 @@ void NetworkClientSetCompanyPassword(const char *password)
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}
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/**
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* Tell whether the client has team members where he/she can chat to.
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* Tell whether the client has team members who they can chat to.
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* @param cio client to check members of.
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* @return true if there is at least one team member.
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*/
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@@ -1084,7 +1084,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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/* Mark the client as pre-active, and wait for an ACK
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* so we know he is done loading and in sync with us */
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* so we know it is done loading and in sync with us */
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this->status = STATUS_PRE_ACTIVE;
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NetworkHandleCommandQueue(this);
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this->SendFrame();
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@@ -1297,7 +1297,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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/* The client is not yet caught up? */
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if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
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/* Now he is! Unpause the game */
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/* Now it is! Unpause the game */
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this->status = STATUS_ACTIVE;
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this->last_token_frame = _frame_counter;
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@@ -1958,14 +1958,14 @@ void NetworkServer_Tick(bool send_frame)
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case NetworkClientSocket::STATUS_MAP_WAIT:
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/* Send every two seconds a packet to the client, to make sure
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* he knows the server is still there; just someone else is
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* it knows the server is still there; just someone else is
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* still receiving the map. */
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if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
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cs->SendWait();
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/* We need to reset the timer, as otherwise we will be
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* spamming the client. Strictly speaking this variable
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* tracks when we last received a packet from the client,
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* but as he is waiting, he will not send us any till we
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* but as it is waiting, it will not send us any till we
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* start sending him data. */
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cs->last_packet = std::chrono::steady_clock::now();
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}
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@@ -79,7 +79,7 @@ public:
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bool supports_zstd = false; ///< Client supports zstd compression
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
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std::string desync_log;
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