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(svn r20286) -Codechange: Unify end of doxygen comments.
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@@ -37,7 +37,8 @@ struct Packet {
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/**
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* The size of the whole packet for received packets. For packets
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* that will be sent, the value is filled in just before the
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* actual transmission. */
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* actual transmission.
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*/
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PacketSize size;
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/** The current read/write position in the packet */
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PacketSize pos;
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@@ -477,7 +477,8 @@ static void CheckPauseOnJoin()
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*
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* connection_string will be re-terminated to seperate out the hostname, and company and port will
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* be set to the company and port strings given by the user, inside the memory area originally
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* occupied by connection_string. */
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* occupied by connection_string.
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*/
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void ParseConnectionString(const char **company, const char **port, char *connection_string)
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{
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bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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@@ -72,7 +72,8 @@ static void NetworkGameListHandleDelayedInsert()
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* return the existing item instead of adding it again
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* @param address the address of the to-be added item
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* @param port the port the server is running on
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* @return a point to the newly added or already existing item */
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* @return a point to the newly added or already existing item
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*/
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NetworkGameList *NetworkGameListAddItem(NetworkAddress address)
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{
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const char *hostname = address.GetHostname();
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@@ -110,7 +111,8 @@ NetworkGameList *NetworkGameListAddItem(NetworkAddress address)
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/**
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* Remove an item from the gamelist linked list
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* @param remove pointer to the item to be removed */
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* @param remove pointer to the item to be removed
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*/
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void NetworkGameListRemoveItem(NetworkGameList *remove)
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{
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NetworkGameList *prev_item = NULL;
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@@ -67,7 +67,8 @@ void SortNetworkLanguages()
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/**
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* Update the network new window because a new server is
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* found on the network.
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* @param unselect unselect the currently selected item */
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* @param unselect unselect the currently selected item
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*/
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void UpdateNetworkGameWindow(bool unselect)
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{
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InvalidateWindowData(WC_NETWORK_WINDOW, 0, unselect ? 1 : 0);
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@@ -283,7 +284,8 @@ protected:
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/**
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* Sort servers by the amount of clients online on a
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* server. If the two servers have the same amount, the one with the
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* higher maximum is preferred. */
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* higher maximum is preferred.
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*/
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static int CDECL NGameClientSorter(NetworkGameList * const *a, NetworkGameList * const *b)
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{
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/* Reverse as per default we are interested in most-clients first */
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@@ -321,7 +323,8 @@ protected:
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/**
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* Sort servers by joinability. If both servers are the
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* same, prefer the non-passworded server first. */
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* same, prefer the non-passworded server first.
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*/
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static int CDECL NGameAllowedSorter(NetworkGameList * const *a, NetworkGameList * const *b)
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{
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/* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */
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@@ -1773,7 +1773,7 @@ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
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* @param client_id id of the client we want to move.
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* @param company_id id of the company we want to move the client to.
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* @return void
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**/
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*/
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void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
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{
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/* Only allow non-dedicated servers and normal clients to be moved */
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