forked from mirror/OpenTTD
(svn r1833) byte -> char transition: the rest
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16
network.c
16
network.c
@@ -425,9 +425,9 @@ unsigned long NetworkResolveHost(const char *hostname)
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// connection_string will be re-terminated to seperate out the hostname, and player and port will
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// be set to the player and port strings given by the user, inside the memory area originally
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// occupied by connection_string.
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void ParseConnectionString(const byte **player, const byte **port, byte *connection_string)
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void ParseConnectionString(const char **player, const char **port, char *connection_string)
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{
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byte *p;
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char *p;
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for (p = connection_string; *p != '\0'; p++) {
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if (*p == '#') {
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*player = p + 1;
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@@ -819,7 +819,7 @@ static void NetworkInitialize(void)
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// Query a server to fetch his game-info
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// If game_info is true, only the gameinfo is fetched,
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// else only the client_info is fetched
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NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info)
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NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
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{
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if (!_network_available) return NULL;
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@@ -853,13 +853,13 @@ NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool
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/* Validates an address entered as a string and adds the server to
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* the list. If you use this functions, the games will be marked
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* as manually added. */
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void NetworkAddServer(const byte *b)
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void NetworkAddServer(const char *b)
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{
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if (*b != '\0') {
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NetworkGameList *item;
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const byte *port = NULL;
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const byte *player = NULL;
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byte host[NETWORK_HOSTNAME_LENGTH];
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const char *port = NULL;
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const char *player = NULL;
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char host[NETWORK_HOSTNAME_LENGTH];
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uint16 rport;
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ttd_strlcpy(host, b, lengthof(host));
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@@ -896,7 +896,7 @@ void NetworkRebuildHostList(void)
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}
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// Used by clients, to connect to a server
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bool NetworkClientConnectGame(const byte* host, unsigned short port)
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bool NetworkClientConnectGame(const char* host, unsigned short port)
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{
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if (!_network_available) return false;
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