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author | Patric Stout <truebrain@openttd.org> | 2021-05-05 23:21:14 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-05-05 23:21:14 +0200 |
commit | f94fb9377910c63fc8e1ea0ede1d96603e4d8862 (patch) | |
tree | 9b8041b53749744b4df075520181294806332e07 /src/network/network_udp.h | |
parent | ead30dc725c60cac8bc13c86d18b179dac684bec (diff) | |
download | openttd-f94fb9377910c63fc8e1ea0ede1d96603e4d8862.tar.xz |
Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.
The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.
Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
Diffstat (limited to 'src/network/network_udp.h')
-rw-r--r-- | src/network/network_udp.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/network/network_udp.h b/src/network/network_udp.h index 189657bc8..ced949cd3 100644 --- a/src/network/network_udp.h +++ b/src/network/network_udp.h @@ -15,7 +15,7 @@ void NetworkUDPInitialize(); void NetworkUDPSearchGame(); void NetworkUDPQueryMasterServer(); -void NetworkUDPQueryServer(NetworkAddress address, bool manually = false); +void NetworkUDPQueryServer(const std::string &connection_string, bool manually = false); void NetworkUDPAdvertise(); void NetworkUDPRemoveAdvertise(bool blocking); void NetworkUDPClose(); |