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author | Patric Stout <truebrain@openttd.org> | 2021-05-08 14:50:56 +0200 |
---|---|---|
committer | Patric Stout <github@truebrain.nl> | 2021-05-08 17:26:10 +0200 |
commit | fc91f1d1b221435dee870d84690e834e753e39da (patch) | |
tree | d5877ec02987223359484e67ef80736dd722148b /src/network | |
parent | 1b75a29d123db7aace2e8c2bf9c976e9ff8e89e3 (diff) | |
download | openttd-fc91f1d1b221435dee870d84690e834e753e39da.tar.xz |
Fix: don't do a network disconnect between two queries
This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/network.cpp | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 5d12aa732..ba20b0895 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -628,11 +628,6 @@ private: public: TCPQueryConnecter(const std::string &connection_string, bool request_company_info) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), request_company_info(request_company_info), connection_string(connection_string) {} - void OnFailure() override - { - NetworkDisconnect(); - } - void OnConnect(SOCKET s) override { _networking = true; @@ -650,7 +645,6 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co { if (!_network_available) return; - NetworkDisconnect(); NetworkInitialize(); new TCPQueryConnecter(connection_string, request_company_info); |