diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/core/tcp_game.h | 2 | ||||
-rw-r--r-- | src/network/network.cpp | 6 | ||||
-rw-r--r-- | src/network/network_chat_gui.cpp | 2 | ||||
-rw-r--r-- | src/network/network_gui.h | 2 | ||||
-rw-r--r-- | src/network/network_server.cpp | 10 |
5 files changed, 11 insertions, 11 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h index 5fe9cd465..90b7184f0 100644 --- a/src/network/core/tcp_game.h +++ b/src/network/core/tcp_game.h @@ -274,7 +274,7 @@ protected: virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p); /** - * The client is joined and ready to receive his map: + * The client is joined and ready to receive their map: * uint32 Own client ID. * uint32 Generation seed. * string Network ID of the server. diff --git a/src/network/network.cpp b/src/network/network.cpp index 80ecfc2cd..2c5390dc0 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -269,8 +269,8 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, uint NetworkCalculateLag(const NetworkClientSocket *cs) { int lag = cs->last_frame_server - cs->last_frame; - /* This client has missed his ACK packet after 1 DAY_TICKS.. - * so we increase his lag for every frame that passes! + /* This client has missed their ACK packet after 1 DAY_TICKS.. + * so we increase their lag for every frame that passes! * The packet can be out by a max of _net_frame_freq */ if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) { lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq); @@ -680,7 +680,7 @@ public: }; /** - * Query a server to fetch his game-info for the lobby. + * Query a server to fetch the game-info for the lobby. * @param connection_string the address to query. */ void NetworkQueryLobbyServer(const std::string &connection_string) diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp index e8fbf0f12..82d9a819b 100644 --- a/src/network/network_chat_gui.cpp +++ b/src/network/network_chat_gui.cpp @@ -128,7 +128,7 @@ void NetworkUndrawChatMessage() /* Sometimes we also need to hide the cursor * This is because both textmessage and the cursor take a shot of the * screen before drawing. - * Now the textmessage takes his shot and paints his data before the cursor + * Now the textmessage takes its shot and paints its data before the cursor * does, so in the shot of the cursor is the screen-data of the textmessage * included when the cursor hangs somewhere over the textmessage. To * avoid wrong repaints, we undraw the cursor in that case, and everything diff --git a/src/network/network_gui.h b/src/network/network_gui.h index e4ccf4e78..f435efbcd 100644 --- a/src/network/network_gui.h +++ b/src/network/network_gui.h @@ -32,7 +32,7 @@ struct NetworkCompanyInfo : NetworkCompanyStats { Money company_value; ///< The company value Money money; ///< The amount of money the company has Money income; ///< How much did the company earned last year - uint16 performance; ///< What was his performance last month? + uint16 performance; ///< What was their performance last month? bool use_password; ///< Is there a password char clients[NETWORK_CLIENTS_LENGTH]; ///< The clients that control this company (Name1, name2, ..) }; diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 7b77c76c4..91ab8bd9c 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -472,7 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, str); } - /* The client made a mistake, so drop his connection now! */ + /* The client made a mistake, so drop the connection now! */ return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } @@ -858,7 +858,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED NetworkClientInfo *ci = this->GetInfo(); - /* We now want a password from the client else we do not allow him in! */ + /* We now want a password from the client else we do not allow them in! */ if (!_settings_client.network.server_password.empty()) { return this->SendNeedGamePassword(); } @@ -995,7 +995,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { /* The client was never joined.. so this is impossible, right? - * Ignore the packet, give the client a warning, and close his connection */ + * Ignore the packet, give the client a warning, and close the connection */ if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } @@ -1063,7 +1063,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet * NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { /* The client was never joined.. so this is impossible, right? - * Ignore the packet, give the client a warning, and close his connection */ + * Ignore the packet, give the client a warning, and close the connection */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } @@ -1857,7 +1857,7 @@ void NetworkServer_Tick(bool send_frame) * spamming the client. Strictly speaking this variable * tracks when we last received a packet from the client, * but as it is waiting, it will not send us any till we - * start sending him data. */ + * start sending them data. */ cs->last_packet = std::chrono::steady_clock::now(); } break; |