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Cleanup: Remove unneeded parameters.
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@@ -870,7 +870,7 @@ bool NetworkServerStart()
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/* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
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if (_network_dedicated) CheckClientAndServerName();
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NetworkDisconnect(false, false);
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NetworkDisconnect(false);
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NetworkInitialize(false);
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NetworkUDPInitialize();
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Debug(net, 5, "Starting listeners for clients");
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@@ -938,10 +938,9 @@ void NetworkReboot()
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/**
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* We want to disconnect from the host/clients.
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* @param blocking whether to wait till everything has been closed.
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* @param close_admins Whether the admin sockets need to be closed as well.
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*/
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void NetworkDisconnect(bool blocking, bool close_admins)
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void NetworkDisconnect(bool close_admins)
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{
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if (_network_server) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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@@ -1263,7 +1262,7 @@ void NetworkStartUp()
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/** This shuts the network down */
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void NetworkShutDown()
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{
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NetworkDisconnect(true);
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NetworkDisconnect();
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NetworkHTTPUninitialize();
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NetworkUDPClose();
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@@ -43,7 +43,7 @@ void NetworkUpdateServerGameType();
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bool NetworkCompanyHasClients(CompanyID company);
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std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password);
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void NetworkReboot();
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void NetworkDisconnect(bool blocking = false, bool close_admins = true);
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void NetworkDisconnect(bool close_admins = true);
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void NetworkGameLoop();
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void NetworkBackgroundLoop();
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std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id = nullptr);
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