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authorPatric Stout <truebrain@openttd.org>2021-05-08 14:50:56 +0200
committerPatric Stout <github@truebrain.nl>2021-05-08 17:26:10 +0200
commitfc91f1d1b221435dee870d84690e834e753e39da (patch)
treed5877ec02987223359484e67ef80736dd722148b
parent1b75a29d123db7aace2e8c2bf9c976e9ff8e89e3 (diff)
downloadopenttd-fc91f1d1b221435dee870d84690e834e753e39da.tar.xz
Fix: don't do a network disconnect between two queries
This meant that on opening the Multiplayer window, if you had more than one server configured, it would one by one cancel all pending queries and send a new. Result: only the last server was updated.
-rw-r--r--src/network/network.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 5d12aa732..ba20b0895 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -628,11 +628,6 @@ private:
public:
TCPQueryConnecter(const std::string &connection_string, bool request_company_info) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), request_company_info(request_company_info), connection_string(connection_string) {}
- void OnFailure() override
- {
- NetworkDisconnect();
- }
-
void OnConnect(SOCKET s) override
{
_networking = true;
@@ -650,7 +645,6 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co
{
if (!_network_available) return;
- NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(connection_string, request_company_info);