Merge commit 'f1dfa661a1898cde06a38ab4cb230c95912b245b' into jgrpp-beta
# Conflicts: # src/lang/estonian.txt # src/lang/hungarian.txt # src/network/core/game_info.cpp # src/network/core/game_info.h # src/network/core/packet.h # src/network/network.cpp # src/network/network_client.cpp # src/network/network_server.cpp # src/network/network_udp.cpp # src/openttd.cpp # src/string_func.h
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@@ -150,9 +150,9 @@ void ClientNetworkEmergencySave()
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s, NetworkAddress address)
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s, std::string connection_string)
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: NetworkGameSocketHandler(s),
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address(address), savegame(nullptr), token(0), status(STATUS_INACTIVE)
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connection_string(std::move(connection_string)), savegame(nullptr), token(0), status(STATUS_INACTIVE)
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{
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assert(ClientNetworkGameSocketHandler::my_client == nullptr);
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ClientNetworkGameSocketHandler::my_client = this;
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@@ -702,7 +702,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packe
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NetworkGameList *item = GetLobbyGameInfo();
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if (item == nullptr) {
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/* This is not the lobby, so add it to the game list. */
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item = NetworkGameListAddItem(this->address);
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item = NetworkGameListAddItem(this->connection_string);
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}
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/* Clear any existing GRFConfig chain. */
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