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-rw-r--r--src/network/network_server.cpp8
1 files changed, 4 insertions, 4 deletions
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();
}