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

@@ -473,21 +473,10 @@ struct AfterNewGRFScan : NewGRFScanCallback {
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
if (_network_available && network_conn != nullptr) {
CompanyID join_as = COMPANY_NEW_COMPANY;
NetworkAddress address = ParseGameConnectionString(&join_as, network_conn, NETWORK_DEFAULT_PORT);
if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
delete this;
return;
}
}
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(address, 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. */
@@ -763,8 +752,7 @@ int openttd_main(int argc, char *argv[])
NetworkStartUp(); // initialize network-core
if (debuglog_conn != nullptr && _network_available) {
NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
NetworkStartDebugLog(address);
NetworkStartDebugLog(debuglog_conn);
}
if (!HandleBootstrap()) {
@@ -1476,8 +1464,7 @@ 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 */
NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
NetworkClientConnectGame(address, COMPANY_SPECTATOR);
NetworkClientConnectGame(_settings_client.network.last_joined, COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();