Codechange: use NetworkAddress instead of two host/port variables where possible

This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
This commit is contained in:
Patric Stout
2021-04-29 12:09:03 +02:00
committed by Patric Stout
parent 99f998805b
commit be37a2cab8
11 changed files with 112 additions and 141 deletions

View File

@@ -269,7 +269,7 @@ struct NetworkSettings {
bool server_advertise; ///< advertise the server to the masterserver
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
char connect_to_ip[NETWORK_HOSTNAME_PORT_LENGTH]; ///< default for the "Add server" query
char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
@@ -281,8 +281,7 @@ struct NetworkSettings {
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
bool reload_cfg; ///< reload the config file before restarting
char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
uint16 last_port; ///< port of the last joined server
char last_joined[NETWORK_HOSTNAME_PORT_LENGTH]; ///< Last joined server
bool no_http_content_downloads; ///< do not do content downloads over HTTP
};