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.
This commit is contained in:
Patric Stout
2021-05-05 23:21:14 +02:00
committed by GitHub
parent ead30dc725
commit f94fb93779
14 changed files with 101 additions and 107 deletions

View File

@@ -13,6 +13,7 @@
#include "../../thread.h"
#include "tcp.h"
#include "../network_internal.h"
#include "../../safeguards.h"
@@ -21,15 +22,16 @@ static std::vector<TCPConnecter *> _tcp_connecters;
/**
* Create a new connecter for the given address
* @param address the (un)resolved address to connect to
* @param connection_string the address to connect to
*/
TCPConnecter::TCPConnecter(const NetworkAddress &address) :
TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port) :
connected(false),
aborted(false),
killed(false),
sock(INVALID_SOCKET),
address(address)
sock(INVALID_SOCKET)
{
this->address = ParseConnectionString(connection_string, default_port);
_tcp_connecters.push_back(this);
if (!StartNewThread(nullptr, "ottd:tcp", &TCPConnecter::ThreadEntry, this)) {
this->Connect();