Merge branch 'master' into jgrpp
# Conflicts: # src/autoreplace_cmd.cpp # src/company_base.h # src/company_gui.cpp # src/cpu.cpp # src/debug.h # src/group.h # src/group_cmd.cpp # src/house.h # src/industry.h # src/newgrf_house.cpp # src/news_type.h # src/openttd.cpp # src/saveload/company_sl.cpp # src/settings_type.h # src/sl/oldloader_sl.cpp # src/story.cpp # src/table/town_land.h # src/viewport.cpp
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@@ -100,7 +100,7 @@ public:
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};
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/** Connect to the Game Coordinator server. */
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class NetworkCoordinatorConnecter : TCPConnecter {
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class NetworkCoordinatorConnecter : public TCPConnecter {
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public:
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/**
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* Initiate the connecting.
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@@ -306,7 +306,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
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this->game_connecter = nullptr;
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}
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this->game_connecter = new NetworkDirectConnecter(hostname, port, token, tracking_number);
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this->game_connecter = TCPConnecter::Create<NetworkDirectConnecter>(hostname, port, token, tracking_number);
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return true;
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}
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@@ -349,7 +349,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
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* STUN server. This means that if there is any NAT in the local network,
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* the public ip:port is still pointing to the local address, and as such
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* a connection can be established. */
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this->game_connecter = new NetworkReuseStunConnecter(host, port, family_it->second->local_addr, token, tracking_number, family);
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this->game_connecter = TCPConnecter::Create<NetworkReuseStunConnecter>(host, port, family_it->second->local_addr, token, tracking_number, family);
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return true;
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}
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@@ -426,7 +426,7 @@ void ClientNetworkCoordinatorSocketHandler::Connect()
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this->connecting = true;
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this->last_activity = std::chrono::steady_clock::now();
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new NetworkCoordinatorConnecter(NetworkCoordinatorConnectionString());
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TCPConnecter::Create<NetworkCoordinatorConnecter>(NetworkCoordinatorConnectionString());
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}
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NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool error)
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