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-rw-r--r--src/network/network_client.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index d288c71a6..190bb2945 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -145,7 +145,7 @@ void ClientNetworkEmergencySave()
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
-ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address) : NetworkGameSocketHandler(s), address(address), savegame(nullptr), status(STATUS_INACTIVE)
+ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == nullptr);
ClientNetworkGameSocketHandler::my_client = this;
@@ -581,7 +581,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packe
NetworkGameList *item = GetLobbyGameInfo();
if (item == nullptr) {
/* This is not the lobby, so add it to the game list. */
- item = NetworkGameListAddItem(this->address);
+ item = NetworkGameListAddItem(this->connection_string);
}
/* Clear any existing GRFConfig chain. */