forked from mirror/OpenTTD
Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can just use a single last_joined setting.
This commit is contained in:
committed by
Patric Stout
parent
99f998805b
commit
be37a2cab8
@@ -473,29 +473,21 @@ struct AfterNewGRFScan : NewGRFScanCallback {
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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if (_network_available && network_conn != nullptr) {
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const char *port = nullptr;
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const char *company = nullptr;
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uint16 rport = NETWORK_DEFAULT_PORT;
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CompanyID join_as = COMPANY_NEW_COMPANY;
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NetworkAddress address = ParseGameConnectionString(&join_as, network_conn, NETWORK_DEFAULT_PORT);
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ParseGameConnectionString(&company, &port, network_conn);
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if (company != nullptr) {
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join_as = (CompanyID)atoi(company);
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if (join_as != COMPANY_SPECTATOR) {
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join_as--;
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if (join_as >= MAX_COMPANIES) {
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delete this;
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return;
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}
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if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
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join_as--;
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if (join_as >= MAX_COMPANIES) {
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delete this;
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return;
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}
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}
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if (port != nullptr) rport = atoi(port);
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
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NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
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}
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/* After the scan we're not used anymore. */
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@@ -585,7 +577,7 @@ int openttd_main(int argc, char *argv[])
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SetDebugString("net=6");
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if (mgo.opt != nullptr) {
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const char *port = nullptr;
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ParseConnectionString(&port, mgo.opt);
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ParseFullConnectionString(nullptr, &port, mgo.opt);
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if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
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if (port != nullptr) scanner->dedicated_port = atoi(port);
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}
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@@ -771,15 +763,8 @@ int openttd_main(int argc, char *argv[])
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NetworkStartUp(); // initialize network-core
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if (debuglog_conn != nullptr && _network_available) {
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const char *port = nullptr;
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uint16 rport;
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rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
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ParseConnectionString(&port, debuglog_conn);
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if (port != nullptr) rport = atoi(port);
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NetworkStartDebugLog(debuglog_conn, rport);
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NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
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NetworkStartDebugLog(address);
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}
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if (!HandleBootstrap()) {
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@@ -1491,7 +1476,8 @@ void GameLoop()
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if (_network_reconnect > 0 && --_network_reconnect == 0) {
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/* This means that we want to reconnect to the last host
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* We do this here, because it means that the network is really closed */
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
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NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
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NetworkClientConnectGame(address, COMPANY_SPECTATOR);
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}
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/* Singleplayer */
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StateGameLoop();
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