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-rw-r--r--src/network/core/tcp_game.h2
-rw-r--r--src/network/network.cpp6
-rw-r--r--src/network/network_chat_gui.cpp2
-rw-r--r--src/network/network_gui.h2
-rw-r--r--src/network/network_server.cpp10
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;