mirror of https://github.com/OpenTTD/OpenTTD
Codechange: [Network] Make hostname/client IP return strings instead of a C-string
parent
a91e29b656
commit
667301e3ec
|
@ -19,7 +19,7 @@
|
|||
* IPv4 dotted representation is given.
|
||||
* @return the hostname
|
||||
*/
|
||||
const char *NetworkAddress::GetHostname()
|
||||
const std::string &NetworkAddress::GetHostname()
|
||||
{
|
||||
if (this->hostname.empty() && this->address.ss_family != AF_UNSPEC) {
|
||||
assert(this->address_length != 0);
|
||||
|
@ -27,7 +27,7 @@ const char *NetworkAddress::GetHostname()
|
|||
getnameinfo((struct sockaddr *)&this->address, this->address_length, buffer, sizeof(buffer), nullptr, 0, NI_NUMERICHOST);
|
||||
this->hostname = buffer;
|
||||
}
|
||||
return this->hostname.c_str();
|
||||
return this->hostname;
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -88,7 +88,7 @@ public:
|
|||
this->SetPort(port);
|
||||
}
|
||||
|
||||
const char *GetHostname();
|
||||
const std::string &GetHostname();
|
||||
std::string GetAddressAsString(bool with_family = true);
|
||||
const sockaddr_storage *GetAddress();
|
||||
|
||||
|
|
|
@ -183,7 +183,7 @@ void TCPConnecter::Resolve()
|
|||
auto start = std::chrono::steady_clock::now();
|
||||
|
||||
addrinfo *ai;
|
||||
int error = getaddrinfo(address.GetHostname(), port_name, &hints, &ai);
|
||||
int error = getaddrinfo(address.GetHostname().c_str(), port_name, &hints, &ai);
|
||||
|
||||
auto end = std::chrono::steady_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::seconds>(end - start);
|
||||
|
|
|
@ -1924,7 +1924,7 @@ void NetworkServerDailyLoop()
|
|||
* Get the IP address/hostname of the connected client.
|
||||
* @return The IP address.
|
||||
*/
|
||||
const char *ServerNetworkGameSocketHandler::GetClientIP()
|
||||
const std::string &ServerNetworkGameSocketHandler::GetClientIP()
|
||||
{
|
||||
return this->client_address.GetHostname();
|
||||
}
|
||||
|
@ -2094,7 +2094,7 @@ uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string
|
|||
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
|
||||
if (cs->client_id == CLIENT_ID_SERVER) continue;
|
||||
if (cs->client_id == _redirect_console_to_client) continue;
|
||||
if (cs->client_address.IsInNetmask(ip.c_str())) {
|
||||
if (cs->client_address.IsInNetmask(ip)) {
|
||||
NetworkServerKickClient(cs->client_id, reason);
|
||||
n++;
|
||||
}
|
||||
|
|
|
@ -115,7 +115,7 @@ public:
|
|||
return "server";
|
||||
}
|
||||
|
||||
const char *GetClientIP();
|
||||
const std::string &GetClientIP();
|
||||
|
||||
static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue