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authorrubidium <rubidium@openttd.org>2012-01-04 22:08:43 +0000
committerrubidium <rubidium@openttd.org>2012-01-04 22:08:43 +0000
commit531e501b5a9b255c9694b62228baa8c962bf4c60 (patch)
treeaaf78f62ca555cb07f0c0417a9f6c9bb492bc784 /src/network/network.cpp
parentb80fb93b1b5ff5cbe495ddd3d1c7d95fe12d4ef2 (diff)
downloadopenttd-531e501b5a9b255c9694b62228baa8c962bf4c60.tar.xz
(svn r23751) -Codechange: rename NetworkUDPGameLoop to a more descriptive name, and move the UDP specific bits to network_udp
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp16
1 files changed, 7 insertions, 9 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 0035c5105..14453d70f 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -827,20 +827,18 @@ static void NetworkSend()
}
}
-/* We have to do some UDP checking */
-void NetworkUDPGameLoop()
+/**
+ * We have to do some (simple) background stuff that runs normally,
+ * even when we are not in multiplayer. For example stuff needed
+ * for finding servers or downloading content.
+ */
+void NetworkBackgroundLoop()
{
_network_content_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
- if (_network_udp_server) {
- _udp_server_socket->ReceivePackets();
- _udp_master_socket->ReceivePackets();
- } else {
- _udp_client_socket->ReceivePackets();
- if (_network_udp_broadcast > 0) _network_udp_broadcast--;
- }
+ NetworkBackgroundUDPLoop();
}
/* The main loop called from ttd.c