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authorrubidium <rubidium@openttd.org>2010-10-15 13:22:00 +0000
committerrubidium <rubidium@openttd.org>2010-10-15 13:22:00 +0000
commit8eb07d097e2ab53f0b41a6b7af541c4937732e0b (patch)
tree6722210c26413da2881daeff5f1a8d387814c450 /src/network/network_client.cpp
parent951b725b8c001003b38f0b009b6d6df55cb6ec02 (diff)
downloadopenttd-8eb07d097e2ab53f0b41a6b7af541c4937732e0b.tar.xz
(svn r20923) -Codechange: prepare creating sub-classes of NetworkClientSocket for server and client side
Diffstat (limited to 'src/network/network_client.cpp')
-rw-r--r--src/network/network_client.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index b6ffcbb22..c9d5791dd 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -28,11 +28,19 @@
#include "../rev.h"
#include "network.h"
#include "network_base.h"
+#include "network_client.h"
#include "table/strings.h"
/* This file handles all the client-commands */
+/**
+ * Create a new socket for the client side of the game connection.
+ * @param s The socket to connect with.
+ */
+ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
+{
+}
/* So we don't make too much typos ;) */
#define MY_CLIENT NetworkClientSocket::Get(0)