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https://github.com/OpenTTD/OpenTTD.git
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Codechange: Replace SmallVector::Clear() with std::vector::clear()
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@@ -164,7 +164,7 @@ public:
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for (SocketList::iterator s = sockets.Begin(); s != sockets.End(); s++) {
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closesocket(s->second);
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}
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sockets.Clear();
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sockets.clear();
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DEBUG(net, 1, "[%s] closed listeners", Tsocket::GetName());
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}
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};
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@@ -62,7 +62,7 @@ void NetworkUDPSocketHandler::Close()
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for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
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closesocket(s->second);
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}
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this->sockets.Clear();
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this->sockets.clear();
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}
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NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection(bool error)
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@@ -981,7 +981,7 @@ void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
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if (c->state != ContentInfo::AUTOSELECTED) continue;
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/* Only unselect when WE are the only parent. */
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parents.Clear();
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parents.clear();
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this->ReverseLookupDependency(parents, c);
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/* First check whether anything depends on us */
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@@ -1000,7 +1000,7 @@ void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
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if (force_selection) continue;
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/* "Flood" search to find all items in the dependency graph*/
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parents.Clear();
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parents.clear();
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this->ReverseLookupTreeDependency(parents, c);
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/* Is there anything that is "force" selected?, if so... we're done. */
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@@ -1033,8 +1033,8 @@ void ClientNetworkContentSocketHandler::Clear()
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{
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for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
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this->infos.Clear();
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this->requested.Clear();
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this->infos.clear();
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this->requested.clear();
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}
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/*** CALLBACK ***/
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@@ -385,7 +385,7 @@ class NetworkContentListWindow : public Window, ContentCallback {
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if (!this->content.NeedRebuild()) return;
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/* Create temporary array of games to use for listing */
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this->content.Clear();
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this->content.clear();
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bool all_available = true;
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@@ -250,7 +250,7 @@ protected:
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if (!this->servers.NeedRebuild()) return;
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/* Create temporary array of games to use for listing */
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this->servers.Clear();
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this->servers.clear();
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for (NetworkGameList *ngl = _network_game_list; ngl != NULL; ngl = ngl->next) {
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*this->servers.Append() = ngl;
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@@ -668,7 +668,7 @@ void NetworkUDPInitialize()
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GetBindAddresses(&server, _settings_client.network.server_port);
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_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
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server.Clear();
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server.clear();
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GetBindAddresses(&server, 0);
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_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
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