forked from mirror/OpenTTD
Codechange: [Network] Do not leak os_abstraction.h via network_func
This commit is contained in:
committed by
Charles Pigott
parent
cf8c1aa860
commit
cbad518bf3
@@ -495,7 +495,7 @@ struct AfterNewGRFScan : NewGRFScanCallback {
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
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NetworkClientConnectGame(network_conn, rport, 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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@@ -779,7 +779,7 @@ int openttd_main(int argc, char *argv[])
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ParseConnectionString(&port, debuglog_conn);
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if (port != nullptr) rport = atoi(port);
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NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
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NetworkStartDebugLog(debuglog_conn, rport);
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}
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if (!HandleBootstrap()) {
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@@ -1491,7 +1491,7 @@ 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(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
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}
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/* Singleplayer */
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StateGameLoop();
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