Change: [Network] Encapsulate logic about the connection string to the network code (#23)

This commit is contained in:
rubidium42
2021-04-29 16:43:13 +02:00
committed by Patric Stout
parent be37a2cab8
commit a61696d6c5
6 changed files with 33 additions and 46 deletions

View File

@@ -901,8 +901,7 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
/* Don't resolve the address first, just print it directly as it comes from the config file. */
IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
NetworkClientConnectGame(address, playas);
NetworkClientConnectGame(_settings_client.network.last_joined, playas);
return true;
}
@@ -918,23 +917,7 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
if (argc < 2) return false;
if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
CompanyID join_as = COMPANY_NEW_COMPANY;
NetworkAddress address = ParseGameConnectionString(&join_as, argv[1], NETWORK_DEFAULT_PORT);
IConsolePrintF(CC_DEFAULT, "Connecting to %s...", address.GetAddressAsString().c_str());
if (join_as != COMPANY_NEW_COMPANY) {
IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
/* From a user pov 0 is a new company, internally it's different and all
* companies are offset by one to ease up on users (eg companies 1-8 not 0-7) */
if (join_as != COMPANY_SPECTATOR) {
if (join_as > MAX_COMPANIES) return false;
join_as--;
}
}
NetworkClientConnectGame(address, join_as);
NetworkClientConnectGame(argv[1], COMPANY_NEW_COMPANY);
return true;
}