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authorrubidium42 <rubidium@openttd.org>2021-04-27 10:56:26 +0200
committerCharles Pigott <charlespigott@googlemail.com>2021-04-27 18:17:34 +0100
commitcbad518bf3c7e6d05b62d8c1d063b89d974e5f33 (patch)
tree4c48ee1f10f23ec4a27e82d3db110de54db31480 /src/network/network.cpp
parentcf8c1aa860e05e696f9829e3b031a22ca82781ef (diff)
downloadopenttd-cbad518bf3c7e6d05b62d8c1d063b89d974e5f33.tar.xz
Codechange: [Network] Do not leak os_abstraction.h via network_func
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 1e0838684..812456b4e 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -688,16 +688,16 @@ public:
/* Used by clients, to connect to a server */
-void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
+void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
- if (address.GetPort() == 0) return;
+ if (port == 0) return;
if (!NetworkValidateClientName()) return;
- strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
- _settings_client.network.last_port = address.GetPort();
+ strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
+ _settings_client.network.last_port = port;
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
@@ -708,7 +708,7 @@ void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const c
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
- new TCPClientConnecter(address);
+ new TCPClientConnecter(NetworkAddress(hostname, port));
}
static void NetworkInitGameInfo()
@@ -1059,12 +1059,13 @@ static void NetworkGenerateServerId()
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
-void NetworkStartDebugLog(NetworkAddress address)
+void NetworkStartDebugLog(const char *hostname, uint16 port)
{
extern SOCKET _debug_socket; // Comes from debug.c
- DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
+ DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
+ NetworkAddress address(hostname, port);
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");