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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@@ -343,8 +343,7 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const Conten
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this->http_response_index = -1;
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NetworkAddress address(NETWORK_CONTENT_MIRROR_HOST, NETWORK_CONTENT_MIRROR_PORT);
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new NetworkHTTPContentConnecter(address, this, NETWORK_CONTENT_MIRROR_URL, content_request);
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new NetworkHTTPContentConnecter(NETWORK_CONTENT_MIRROR_HOST, this, NETWORK_CONTENT_MIRROR_URL, content_request);
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/* NetworkHTTPContentConnecter takes over freeing of content_request! */
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}
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@@ -744,7 +743,7 @@ public:
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* Initiate the connecting.
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* @param address The address of the server.
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*/
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NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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NetworkContentConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_CONTENT_SERVER_PORT) {}
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void OnFailure() override
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{
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@@ -770,7 +769,7 @@ void ClientNetworkContentSocketHandler::Connect()
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{
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if (this->sock != INVALID_SOCKET || this->isConnecting) return;
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this->isConnecting = true;
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new NetworkContentConnecter(NetworkAddress(NETWORK_CONTENT_SERVER_HOST, NETWORK_CONTENT_SERVER_PORT, AF_UNSPEC));
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new NetworkContentConnecter(NETWORK_CONTENT_SERVER_HOST);
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}
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/**
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