summaryrefslogtreecommitdiff
path: root/src/network
diff options
context:
space:
mode:
authorWilliam Davis <daviswill048@icloud.com>2021-05-08 06:02:30 -0400
committerGitHub <noreply@github.com>2021-05-08 11:02:30 +0100
commit881e1da51d47bde0b6ddf86be1da55aceced7839 (patch)
treef5c4cca2ea0ff87d60ca21207a995c6c9dcba921 /src/network
parentf187708b3b6bcb95a0d92908f8a90c1431ca2578 (diff)
downloadopenttd-881e1da51d47bde0b6ddf86be1da55aceced7839.tar.xz
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)
Diffstat (limited to 'src/network')
-rw-r--r--src/network/network_client.cpp8
-rw-r--r--src/network/network_server.cpp8
-rw-r--r--src/network/network_server.h2
3 files changed, 9 insertions, 9 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 190bb2945..f827c5735 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
- /* First, send a CLIENT_ERROR to the server, so he knows we are
- * disconnection (and why!) */
+ /* First, send a CLIENT_ERROR to the server, so it knows we are
+ * disconnected (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
@@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
- * frame as he is.. so we can start playing! */
+ * frame as it is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
@@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password)
}
/**
- * Tell whether the client has team members where he/she can chat to.
+ * Tell whether the client has team members who they can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 1a9ddecfb..e8266a84f 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* Mark the client as pre-active, and wait for an ACK
- * so we know he is done loading and in sync with us */
+ * so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
@@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
/* The client is not yet caught up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
- /* Now he is! Unpause the game */
+ /* Now it is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
@@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
- * he knows the server is still there; just someone else is
+ * it knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
- * but as he is waiting, he will not send us any till we
+ * but as it is waiting, it will not send us any till we
* start sending him data. */
cs->last_packet = std::chrono::steady_clock::now();
}
diff --git a/src/network/network_server.h b/src/network/network_server.h
index e72377e82..fb4c4f63e 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -72,7 +72,7 @@ public:
size_t receive_limit; ///< Amount of bytes that we can receive at this moment
struct PacketWriter *savegame; ///< Writer used to write the savegame.
- NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
+ NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();