diff options
author | Patric Stout <truebrain@openttd.org> | 2021-04-29 12:09:03 +0200 |
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committer | Patric Stout <github@truebrain.nl> | 2021-04-29 20:12:11 +0200 |
commit | be37a2cab831cb645ef0f51dbcc944bd750f6926 (patch) | |
tree | 17efb6066721db8ce4974cee192cbd8a8193821a /src/network/network_func.h | |
parent | 99f998805ba835f48a8061762fa19761760c7451 (diff) | |
download | openttd-be37a2cab831cb645ef0f51dbcc944bd750f6926.tar.xz |
Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
Diffstat (limited to 'src/network/network_func.h')
-rw-r--r-- | src/network/network_func.h | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/src/network/network_func.h b/src/network/network_func.h index a0f163345..967bb6260 100644 --- a/src/network/network_func.h +++ b/src/network/network_func.h @@ -18,6 +18,7 @@ // #define DEBUG_FAILED_DUMP_COMMANDS #include "network_type.h" +#include "core/address.h" #include "../console_type.h" #include "../gfx_type.h" #include "../openttd.h" @@ -45,14 +46,15 @@ void NetworkReboot(); void NetworkDisconnect(bool blocking = false, bool close_admins = true); void NetworkGameLoop(); void NetworkBackgroundLoop(); -void ParseConnectionString(const char **port, char *connection_string); -void ParseGameConnectionString(const char **company, const char **port, char *connection_string); -void NetworkStartDebugLog(const char *hostname, uint16 port); +void ParseFullConnectionString(const char **company, const char **port, char *connection_string); +NetworkAddress ParseConnectionString(const char *connection_string, int default_port); +NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port); +void NetworkStartDebugLog(NetworkAddress &address); void NetworkPopulateCompanyStats(NetworkCompanyStats *stats); void NetworkUpdateClientInfo(ClientID client_id); void NetworkClientsToSpectators(CompanyID cid); -void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr); +void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr); void NetworkClientRequestMove(CompanyID company, const char *pass = ""); void NetworkClientSendRcon(const char *password, const char *command); void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0); |