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