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Diffstat (limited to 'src/network/network_client.h')
-rw-r--r--src/network/network_client.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/network/network_client.h b/src/network/network_client.h
index 81d5b720c..ddc0e362c 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -15,7 +15,7 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
- NetworkAddress address; ///< Address we are connected to.
+ std::string connection_string; ///< Address we are connected to.
struct PacketReader *savegame; ///< Packet reader for reading the savegame.
byte token; ///< The token we need to send back to the server to prove we're the right client.
@@ -76,7 +76,7 @@ protected:
static NetworkRecvStatus SendMapOk();
void CheckConnection();
public:
- ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address);
+ ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
~ClientNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
@@ -115,10 +115,10 @@ void NetworkClientSetCompanyPassword(const char *password);
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
- NetworkAddress address; ///< The address of the server to join.
- CompanyID company; ///< The company to join.
- const char *server_password; ///< The password of the server to join.
- const char *company_password; ///< The password of the company to join.
+ std::string connection_string; ///< The address of the server to join.
+ CompanyID company; ///< The company to join.
+ const char *server_password; ///< The password of the server to join.
+ const char *company_password; ///< The password of the company to join.
};
extern NetworkJoinInfo _network_join;