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Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp31
1 files changed, 7 insertions, 24 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 395c374b8..4e48ce351 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -532,23 +532,6 @@ NetworkAddress ParseConnectionString(const std::string &connection_string, uint1
}
/**
- * Convert a string containing either "hostname" or "hostname:ip" to a
- * NetworkAddress, where the string can be postfixed with "#company" to
- * indicate the requested company.
- *
- * @param connection_string The string to parse.
- * @param default_port The default port to set port to if not in connection_string.
- * @param company Pointer to the company variable to set iff indicted.
- * @return A valid NetworkAddress of the parsed information.
- */
-static NetworkAddress ParseGameConnectionString(const std::string &connection_string, uint16 default_port, CompanyID *company)
-{
- uint16 port = default_port;
- std::string_view ip = ParseFullConnectionString(connection_string, port, company);
- return NetworkAddress(ip, port);
-}
-
-/**
* Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
* @param address The address of the peer.
@@ -624,12 +607,12 @@ static void NetworkInitialize(bool close_admins = true)
}
/** Non blocking connection to query servers for their game info. */
-class TCPQueryConnecter : TCPConnecter {
+class TCPQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -661,12 +644,12 @@ void NetworkQueryServer(const std::string &connection_string)
}
/** Non blocking connection to query servers for their game and company info. */
-class TCPLobbyQueryConnecter : TCPConnecter {
+class TCPLobbyQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPLobbyQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPLobbyQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -756,12 +739,12 @@ void NetworkRebuildHostList()
}
/** Non blocking connection create to actually connect to servers */
-class TCPClientConnecter : TCPConnecter {
+class TCPClientConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPClientConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -797,7 +780,7 @@ public:
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
{
CompanyID join_as = default_company;
- std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
+ std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
if (!_network_available) return false;
if (!NetworkValidateOurClientName()) return false;