mirror of https://github.com/OpenTTD/OpenTTD.git
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:
parent
99f998805b
commit
be37a2cab8
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@ -893,15 +893,16 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
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break;
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}
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if (StrEmpty(_settings_client.network.last_host)) {
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if (StrEmpty(_settings_client.network.last_joined)) {
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IConsolePrint(CC_DEFAULT, "No server for reconnecting.");
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return true;
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}
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/* Don't resolve the address first, just print it directly as it comes from the config file. */
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IConsolePrintF(CC_DEFAULT, "Reconnecting to %s:%d...", _settings_client.network.last_host, _settings_client.network.last_port);
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IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, playas);
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NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
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NetworkClientConnectGame(address, playas);
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return true;
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}
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@ -917,18 +918,11 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
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if (argc < 2) return false;
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if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
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const char *port = nullptr;
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const char *company = nullptr;
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char *ip = argv[1];
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/* Default settings: default port and new company */
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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, argv[1], NETWORK_DEFAULT_PORT);
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ParseGameConnectionString(&company, &port, ip);
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IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
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if (company != nullptr) {
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join_as = (CompanyID)atoi(company);
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IConsolePrintF(CC_DEFAULT, "Connecting to %s...", address.GetAddressAsString().c_str());
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if (join_as != COMPANY_NEW_COMPANY) {
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IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
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/* From a user pov 0 is a new company, internally it's different and all
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@ -938,12 +932,8 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
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join_as--;
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}
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}
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if (port != nullptr) {
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rport = atoi(port);
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IConsolePrintF(CC_DEFAULT, " port: %s", port);
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}
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NetworkClientConnectGame(ip, rport, join_as);
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NetworkClientConnectGame(address, join_as);
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return true;
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}
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@ -101,8 +101,8 @@ void NetworkAddress::GetAddressAsString(char *buffer, const char *last, bool wit
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*/
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std::string NetworkAddress::GetAddressAsString(bool with_family)
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{
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/* 6 = for the : and 5 for the decimal port number */
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char buf[NETWORK_HOSTNAME_LENGTH + 6 + 7];
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/* 7 extra are for with_family, which adds " (IPvX)". */
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char buf[NETWORK_HOSTNAME_PORT_LENGTH + 7];
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this->GetAddressAsString(buf, lastof(buf), with_family);
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return buf;
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}
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@ -56,6 +56,7 @@ static const byte NETWORK_MASTER_SERVER_VERSION = 2; ///< What vers
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static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
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static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_LENGTH = 80; ///< The maximum length of the host name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_PORT_LENGTH = 80 + 6; ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536)
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static const uint NETWORK_SERVER_ID_LENGTH = 33; ///< The maximum length of the network id of the servers, in bytes including '\0'
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static const uint NETWORK_REVISION_LENGTH = 33; ///< The maximum length of the revision, in bytes including '\0'
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static const uint NETWORK_PASSWORD_LENGTH = 33; ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
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@ -203,11 +203,7 @@ int NetworkHTTPSocketHandler::HandleHeader()
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*url = '\0';
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/* Fetch the hostname, and possible port number. */
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const char *port = nullptr;
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ParseConnectionString(&port, hname);
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NetworkAddress address(hname, port == nullptr ? 80 : atoi(port));
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NetworkAddress address = ParseConnectionString(hname, 80);
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/* Restore the URL. */
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*url = '/';
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@ -446,45 +446,15 @@ static void CheckPauseOnJoin()
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CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
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}
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/**
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* Converts a string to ip/port
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* Format: IP:port
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*
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* connection_string will be re-terminated to separate out the hostname, port will
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* be set to the port strings given by the user, inside the memory area originally
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* occupied by connection_string.
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*/
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void ParseConnectionString(const char **port, char *connection_string)
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{
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bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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for (char *p = connection_string; *p != '\0'; p++) {
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switch (*p) {
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case '[':
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ipv6 = true;
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break;
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case ']':
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ipv6 = false;
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break;
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case ':':
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if (ipv6) break;
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*port = p + 1;
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*p = '\0';
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break;
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}
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}
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}
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/**
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* Converts a string to ip/port/company
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* Format: IP:port#company
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*
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* connection_string will be re-terminated to separate out the hostname, and company and port will
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* be set to the company and port strings given by the user, inside the memory area originally
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* occupied by connection_string.
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* connection_string will be re-terminated to separate out the hostname, port will
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* be set to the port strings given by the user, inside the memory area originally
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* occupied by connection_string. Similar for company, if set.
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*/
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void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
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void ParseFullConnectionString(const char **company, const char **port, char *connection_string)
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{
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bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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for (char *p = connection_string; *p != '\0'; p++) {
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@ -498,6 +468,7 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
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break;
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case '#':
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if (company == nullptr) continue;
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*company = p + 1;
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*p = '\0';
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break;
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@ -511,6 +482,51 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
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}
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}
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/**
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* Convert a string containing either "hostname" or "hostname:ip" to a
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* NetworkAddress.
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*
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* @param connection_string The string to parse.
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* @param default_port The default port to set port to if not in connection_string.
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* @return A valid NetworkAddress of the parsed information.
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*/
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NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
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{
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char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
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strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
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const char *port = nullptr;
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ParseFullConnectionString(nullptr, &port, internal_connection_string);
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int rport = port != nullptr ? atoi(port) : default_port;
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return NetworkAddress(internal_connection_string, rport);
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}
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/**
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* Convert a string containing either "hostname" or "hostname:ip" to a
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* NetworkAddress, where the string can be postfixed with "#company" to
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* indicate the requested company.
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*
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* @param company Pointer to the company variable to set iff indicted.
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* @param connection_string The string to parse.
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* @param default_port The default port to set port to if not in connection_string.
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* @return A valid NetworkAddress of the parsed information.
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*/
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NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
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{
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char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
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strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
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const char *port_s = nullptr;
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const char *company_s = nullptr;
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ParseFullConnectionString(&company_s, &port_s, internal_connection_string);
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if (company_s != nullptr) *company = (CompanyID)atoi(company_s);
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int port = port_s != nullptr ? atoi(port_s) : default_port;
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return NetworkAddress(internal_connection_string, port);
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}
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/**
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* Handle the accepting of a connection to the server.
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* @param s The socket of the new connection.
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@ -616,26 +632,17 @@ void NetworkTCPQueryServer(NetworkAddress address)
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new TCPQueryConnecter(address);
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}
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/* Validates an address entered as a string and adds the server to
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/**
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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 function, the games will be marked
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* as manually added. */
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void NetworkAddServer(const char *b)
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* as manually added.
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* @param connection_string The IP:port to add to the list.
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*/
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void NetworkAddServer(const char *connection_string)
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{
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if (*b != '\0') {
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const char *port = nullptr;
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char host[NETWORK_HOSTNAME_LENGTH];
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uint16 rport;
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if (StrEmpty(connection_string)) return;
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strecpy(host, b, lastof(host));
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strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
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rport = NETWORK_DEFAULT_PORT;
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ParseConnectionString(&port, host);
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if (port != nullptr) rport = atoi(port);
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NetworkUDPQueryServer(NetworkAddress(host, rport), true);
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}
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NetworkUDPQueryServer(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT), true);
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}
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/**
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/* Used by clients, to connect to a server */
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void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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{
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if (!_network_available) return;
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if (port == 0) return;
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if (!NetworkValidateClientName()) return;
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strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = port;
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strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
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_network_join_as = join_as;
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_network_join_server_password = join_server_password;
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_network_join_company_password = join_company_password;
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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new TCPClientConnecter(NetworkAddress(hostname, port));
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new TCPClientConnecter(address);
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}
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static void NetworkInitGameInfo()
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seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
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}
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void NetworkStartDebugLog(const char *hostname, uint16 port)
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void NetworkStartDebugLog(NetworkAddress &address)
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{
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extern SOCKET _debug_socket; // Comes from debug.c
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DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
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DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
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NetworkAddress address(hostname, port);
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SOCKET s = address.Connect();
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if (s == INVALID_SOCKET) {
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DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
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@ -18,6 +18,7 @@
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// #define DEBUG_FAILED_DUMP_COMMANDS
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#include "network_type.h"
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#include "core/address.h"
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#include "../console_type.h"
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#include "../gfx_type.h"
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#include "../openttd.h"
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@ -45,14 +46,15 @@ void NetworkReboot();
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void NetworkDisconnect(bool blocking = false, bool close_admins = true);
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void NetworkGameLoop();
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void NetworkBackgroundLoop();
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void ParseConnectionString(const char **port, char *connection_string);
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void ParseGameConnectionString(const char **company, const char **port, char *connection_string);
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void NetworkStartDebugLog(const char *hostname, uint16 port);
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void ParseFullConnectionString(const char **company, const char **port, char *connection_string);
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NetworkAddress ParseConnectionString(const char *connection_string, int default_port);
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NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port);
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void NetworkStartDebugLog(NetworkAddress &address);
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void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkClientsToSpectators(CompanyID cid);
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void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
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void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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@ -151,7 +151,7 @@ void NetworkGameListRequery()
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/* item gets mostly zeroed by NetworkUDPQueryServer */
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uint8 retries = item->retries;
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NetworkUDPQueryServer(NetworkAddress(item->address));
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NetworkUDPQueryServer(item->address);
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item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
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}
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}
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@ -472,7 +472,7 @@ public:
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EM_ASM(if (window["openttd_server_list"]) openttd_server_list());
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#endif
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this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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this->last_joined = NetworkGameListAddItem(ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT));
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this->server = this->last_joined;
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if (this->last_joined != nullptr) NetworkUDPQueryServer(this->last_joined->address);
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@ -735,7 +735,7 @@ public:
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ShowQueryString(
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STR_JUST_RAW_STRING,
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STR_NETWORK_SERVER_LIST_ENTER_IP,
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NETWORK_HOSTNAME_LENGTH, // maximum number of characters including '\0'
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NETWORK_HOSTNAME_PORT_LENGTH, // maximum number of characters including '\0'
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this, CS_ALPHANUMERAL, QSF_ACCEPT_UNCHANGED);
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break;
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@ -745,8 +745,6 @@ public:
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case WID_NG_JOIN: // Join Game
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if (this->server != nullptr) {
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seprintf(_settings_client.network.last_host, lastof(_settings_client.network.last_host), "%s", this->server->address.GetHostname());
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_settings_client.network.last_port = this->server->address.GetPort();
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ShowNetworkLobbyWindow(this->server);
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}
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break;
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@ -827,7 +825,10 @@ public:
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void OnQueryTextFinished(char *str) override
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{
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if (!StrEmpty(str)) NetworkAddServer(str);
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if (!StrEmpty(str)) {
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strecpy(_settings_client.network.connect_to_ip, str, lastof(_settings_client.network.connect_to_ip));
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NetworkAddServer(str);
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}
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}
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void OnResize() override
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@ -1469,22 +1470,22 @@ struct NetworkLobbyWindow : public Window {
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case WID_NL_JOIN: // Join company
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/* Button can be clicked only when it is enabled. */
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, this->company);
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NetworkClientConnectGame(this->server->address, this->company);
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break;
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case WID_NL_NEW: // New company
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_NEW_COMPANY);
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NetworkClientConnectGame(this->server->address, COMPANY_NEW_COMPANY);
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break;
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case WID_NL_SPECTATE: // Spectate game
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NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
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NetworkClientConnectGame(this->server->address, COMPANY_SPECTATOR);
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break;
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case WID_NL_REFRESH: // Refresh
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/* Clear the information so removed companies don't remain */
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for (auto &company : this->company_info) company = {};
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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NetworkTCPQueryServer(this->server->address);
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break;
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}
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}
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@ -1552,7 +1553,9 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
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DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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strecpy(_settings_client.network.last_joined, ngl->address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
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NetworkTCPQueryServer(ngl->address);
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new NetworkLobbyWindow(&_network_lobby_window_desc, ngl);
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}
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@ -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);
|
||||
|
||||
if (company != nullptr) {
|
||||
join_as = (CompanyID)atoi(company);
|
||||
|
||||
if (join_as != COMPANY_SPECTATOR) {
|
||||
join_as--;
|
||||
if (join_as >= MAX_COMPANIES) {
|
||||
delete this;
|
||||
return;
|
||||
}
|
||||
if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
|
||||
join_as--;
|
||||
if (join_as >= MAX_COMPANIES) {
|
||||
delete this;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (port != nullptr) rport = atoi(port);
|
||||
|
||||
LoadIntroGame();
|
||||
_switch_mode = SM_NONE;
|
||||
NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
|
||||
|
||||
NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
|
||||
}
|
||||
|
||||
/* After the scan we're not used anymore. */
|
||||
|
@ -585,7 +577,7 @@ int openttd_main(int argc, char *argv[])
|
|||
SetDebugString("net=6");
|
||||
if (mgo.opt != nullptr) {
|
||||
const char *port = nullptr;
|
||||
ParseConnectionString(&port, mgo.opt);
|
||||
ParseFullConnectionString(nullptr, &port, mgo.opt);
|
||||
if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
|
||||
if (port != nullptr) scanner->dedicated_port = atoi(port);
|
||||
}
|
||||
|
@ -771,15 +763,8 @@ int openttd_main(int argc, char *argv[])
|
|||
NetworkStartUp(); // initialize network-core
|
||||
|
||||
if (debuglog_conn != nullptr && _network_available) {
|
||||
const char *port = nullptr;
|
||||
uint16 rport;
|
||||
|
||||
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
|
||||
|
||||
ParseConnectionString(&port, debuglog_conn);
|
||||
if (port != nullptr) rport = atoi(port);
|
||||
|
||||
NetworkStartDebugLog(debuglog_conn, rport);
|
||||
NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
|
||||
NetworkStartDebugLog(address);
|
||||
}
|
||||
|
||||
if (!HandleBootstrap()) {
|
||||
|
@ -1491,7 +1476,8 @@ 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(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
|
||||
NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
|
||||
NetworkClientConnectGame(address, COMPANY_SPECTATOR);
|
||||
}
|
||||
/* Singleplayer */
|
||||
StateGameLoop();
|
||||
|
|
|
@ -269,7 +269,7 @@ struct NetworkSettings {
|
|||
bool server_advertise; ///< advertise the server to the masterserver
|
||||
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
|
||||
char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
|
||||
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
|
||||
char connect_to_ip[NETWORK_HOSTNAME_PORT_LENGTH]; ///< default for the "Add server" query
|
||||
char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
|
||||
bool autoclean_companies; ///< automatically remove companies that are not in use
|
||||
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
|
||||
|
@ -281,8 +281,7 @@ struct NetworkSettings {
|
|||
Year restart_game_year; ///< year the server restarts
|
||||
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
|
||||
bool reload_cfg; ///< reload the config file before restarting
|
||||
char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
|
||||
uint16 last_port; ///< port of the last joined server
|
||||
char last_joined[NETWORK_HOSTNAME_PORT_LENGTH]; ///< Last joined server
|
||||
bool no_http_content_downloads; ///< do not do content downloads over HTTP
|
||||
};
|
||||
|
||||
|
|
|
@ -4069,21 +4069,12 @@ def = false
|
|||
cat = SC_EXPERT
|
||||
|
||||
[SDTC_STR]
|
||||
var = network.last_host
|
||||
var = network.last_joined
|
||||
type = SLE_STRB
|
||||
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
|
||||
def = """"
|
||||
cat = SC_EXPERT
|
||||
|
||||
[SDTC_VAR]
|
||||
var = network.last_port
|
||||
type = SLE_UINT16
|
||||
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
|
||||
def = 0
|
||||
min = 0
|
||||
max = UINT16_MAX
|
||||
cat = SC_EXPERT
|
||||
|
||||
[SDTC_BOOL]
|
||||
var = network.no_http_content_downloads
|
||||
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
|
||||
|
|
Loading…
Reference in New Issue