Merge branch 'master' into jgrpp

# Conflicts:
#	src/network/core/os_abstraction.h
#	src/network/core/tcp_content.h
#	src/network/core/udp.cpp
#	src/table/currency_settings.ini
#	src/table/settings.h.preamble
This commit is contained in:
Jonathan G Rennison
2021-05-03 21:59:49 +01:00
28 changed files with 377 additions and 185 deletions

View File

@@ -638,7 +638,7 @@ struct AfterNewGRFScan : NewGRFScanCallback {
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
@@ -940,7 +940,7 @@ int openttd_main(int argc, char *argv[])
ParseConnectionString(&port, debuglog_conn);
if (port != nullptr) rport = atoi(port);
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
NetworkStartDebugLog(debuglog_conn, rport);
}
if (!HandleBootstrap()) {
@@ -1959,7 +1959,7 @@ 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(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();