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Change: Use gender-neutral pronouns
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@@ -274,7 +274,7 @@ protected:
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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/**
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* The client is joined and ready to receive his map:
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* The client is joined and ready to receive their map:
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* uint32 Own client ID.
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* uint32 Generation seed.
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* string Network ID of the server.
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@@ -269,8 +269,8 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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uint NetworkCalculateLag(const NetworkClientSocket *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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/* This client has missed his ACK packet after 1 DAY_TICKS..
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* so we increase his lag for every frame that passes!
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/* This client has missed their ACK packet after 1 DAY_TICKS..
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* so we increase their lag for every frame that passes!
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* The packet can be out by a max of _net_frame_freq */
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if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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@@ -680,7 +680,7 @@ public:
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};
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/**
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* Query a server to fetch his game-info for the lobby.
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* Query a server to fetch the game-info for the lobby.
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* @param connection_string the address to query.
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*/
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void NetworkQueryLobbyServer(const std::string &connection_string)
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@@ -128,7 +128,7 @@ void NetworkUndrawChatMessage()
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/* Sometimes we also need to hide the cursor
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* This is because both textmessage and the cursor take a shot of the
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* screen before drawing.
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* Now the textmessage takes his shot and paints his data before the cursor
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* Now the textmessage takes its shot and paints its data before the cursor
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* does, so in the shot of the cursor is the screen-data of the textmessage
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* included when the cursor hangs somewhere over the textmessage. To
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* avoid wrong repaints, we undraw the cursor in that case, and everything
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@@ -32,7 +32,7 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
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Money company_value; ///< The company value
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Money money; ///< The amount of money the company has
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Money income; ///< How much did the company earned last year
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uint16 performance; ///< What was his performance last month?
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uint16 performance; ///< What was their performance last month?
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bool use_password; ///< Is there a password
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char clients[NETWORK_CLIENTS_LENGTH]; ///< The clients that control this company (Name1, name2, ..)
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};
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@@ -472,7 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, str);
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}
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/* The client made a mistake, so drop his connection now! */
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/* The client made a mistake, so drop the connection now! */
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return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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@@ -858,7 +858,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
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NetworkClientInfo *ci = this->GetInfo();
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/* We now want a password from the client else we do not allow him in! */
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/* We now want a password from the client else we do not allow them in! */
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if (!_settings_client.network.server_password.empty()) {
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return this->SendNeedGamePassword();
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}
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@@ -995,7 +995,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
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{
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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* Ignore the packet, give the client a warning, and close the connection */
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if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
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return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
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}
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@@ -1063,7 +1063,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
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{
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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* Ignore the packet, give the client a warning, and close the connection */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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}
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@@ -1857,7 +1857,7 @@ void NetworkServer_Tick(bool send_frame)
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* spamming the client. Strictly speaking this variable
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* tracks when we last received a packet from the client,
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* but as it is waiting, it will not send us any till we
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* start sending him data. */
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* start sending them data. */
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cs->last_packet = std::chrono::steady_clock::now();
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}
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break;
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