Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much later state. This means there are fewer places constructing a NetworkAddress. The main benefit of this is in later PRs that introduce different types of NetworkAddresses. Storing this in things like NetworkGameList is rather complex, especially as NetworkAddress has to be mutable at all times. Additionally, the NetworkAddress is a complex object to store simple information: how to connect to this server.
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@@ -13,6 +13,7 @@
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#include "../../thread.h"
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#include "tcp.h"
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#include "../network_internal.h"
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#include "../../safeguards.h"
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@@ -21,15 +22,16 @@ static std::vector<TCPConnecter *> _tcp_connecters;
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/**
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* Create a new connecter for the given address
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* @param address the (un)resolved address to connect to
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* @param connection_string the address to connect to
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*/
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TCPConnecter::TCPConnecter(const NetworkAddress &address) :
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TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port) :
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connected(false),
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aborted(false),
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killed(false),
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sock(INVALID_SOCKET),
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address(address)
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sock(INVALID_SOCKET)
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{
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this->address = ParseConnectionString(connection_string, default_port);
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_tcp_connecters.push_back(this);
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if (!StartNewThread(nullptr, "ottd:tcp", &TCPConnecter::ThreadEntry, this)) {
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this->Connect();
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