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author | rubidium <rubidium@openttd.org> | 2012-01-04 22:08:43 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2012-01-04 22:08:43 +0000 |
commit | 531e501b5a9b255c9694b62228baa8c962bf4c60 (patch) | |
tree | aaf78f62ca555cb07f0c0417a9f6c9bb492bc784 /src/network/network.cpp | |
parent | b80fb93b1b5ff5cbe495ddd3d1c7d95fe12d4ef2 (diff) | |
download | openttd-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.cpp | 16 |
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 |