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
This commit is contained in:
Jonathan G Rennison
2021-09-18 22:10:04 +01:00
47 changed files with 525 additions and 350 deletions

View File

@@ -15,7 +15,7 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
private:
NetworkAddress address; ///< Address we are connected to.
std::string connection_string; ///< Address we are connected to.
struct PacketReader *savegame; ///< Packet reader for reading the savegame.
byte token; ///< The token we need to send back to the server to prove we're the right client.
@@ -86,7 +86,7 @@ protected:
static NetworkRecvStatus SendMapOk();
void CheckConnection();
public:
ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address);
ClientNetworkGameSocketHandler(SOCKET s, std::string connection_string);
~ClientNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
@@ -132,10 +132,10 @@ void NetworkClientSetCompanyPassword(const char *password);
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
NetworkAddress address; ///< The address of the server to join.
CompanyID company; ///< The company to join.
const char *server_password; ///< The password of the server to join.
const char *company_password; ///< The password of the company to join.
std::string connection_string; ///< The address of the server to join.
CompanyID company; ///< The company to join.
const char *server_password; ///< The password of the server to join.
const char *company_password; ///< The password of the company to join.
};
extern NetworkJoinInfo _network_join;