Codechange: [Network] Do not leak os_abstraction.h via network_func

This commit is contained in:
rubidium42
2021-04-27 10:56:26 +02:00
committed by Charles Pigott
parent cf8c1aa860
commit cbad518bf3
5 changed files with 18 additions and 18 deletions

View File

@@ -495,7 +495,7 @@ struct AfterNewGRFScan : NewGRFScanCallback {
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
@@ -779,7 +779,7 @@ int openttd_main(int argc, char *argv[])
ParseConnectionString(&port, debuglog_conn);
if (port != nullptr) rport = atoi(port);
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
NetworkStartDebugLog(debuglog_conn, rport);
}
if (!HandleBootstrap()) {
@@ -1491,7 +1491,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();