diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/core/packet.h | 3 | ||||
-rw-r--r-- | src/network/network.cpp | 3 | ||||
-rw-r--r-- | src/network/network_gamelist.cpp | 6 | ||||
-rw-r--r-- | src/network/network_gui.cpp | 9 | ||||
-rw-r--r-- | src/network/network_server.cpp | 2 |
5 files changed, 15 insertions, 8 deletions
diff --git a/src/network/core/packet.h b/src/network/core/packet.h index 78e36186d..38cd528ef 100644 --- a/src/network/core/packet.h +++ b/src/network/core/packet.h @@ -37,7 +37,8 @@ struct Packet { /** * The size of the whole packet for received packets. For packets * that will be sent, the value is filled in just before the - * actual transmission. */ + * actual transmission. + */ PacketSize size; /** The current read/write position in the packet */ PacketSize pos; diff --git a/src/network/network.cpp b/src/network/network.cpp index af3fbf855..3ad86d843 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -477,7 +477,8 @@ static void CheckPauseOnJoin() * * connection_string will be re-terminated to seperate out the hostname, and company and port will * be set to the company and port strings given by the user, inside the memory area originally - * occupied by connection_string. */ + * occupied by connection_string. + */ void ParseConnectionString(const char **company, const char **port, char *connection_string) { bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':')); diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp index 5bb4529f6..4e034aab3 100644 --- a/src/network/network_gamelist.cpp +++ b/src/network/network_gamelist.cpp @@ -72,7 +72,8 @@ static void NetworkGameListHandleDelayedInsert() * return the existing item instead of adding it again * @param address the address of the to-be added item * @param port the port the server is running on - * @return a point to the newly added or already existing item */ + * @return a point to the newly added or already existing item + */ NetworkGameList *NetworkGameListAddItem(NetworkAddress address) { const char *hostname = address.GetHostname(); @@ -110,7 +111,8 @@ NetworkGameList *NetworkGameListAddItem(NetworkAddress address) /** * Remove an item from the gamelist linked list - * @param remove pointer to the item to be removed */ + * @param remove pointer to the item to be removed + */ void NetworkGameListRemoveItem(NetworkGameList *remove) { NetworkGameList *prev_item = NULL; diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index 69dd3b0df..bd539c106 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -67,7 +67,8 @@ void SortNetworkLanguages() /** * Update the network new window because a new server is * found on the network. - * @param unselect unselect the currently selected item */ + * @param unselect unselect the currently selected item + */ void UpdateNetworkGameWindow(bool unselect) { InvalidateWindowData(WC_NETWORK_WINDOW, 0, unselect ? 1 : 0); @@ -283,7 +284,8 @@ protected: /** * Sort servers by the amount of clients online on a * server. If the two servers have the same amount, the one with the - * higher maximum is preferred. */ + * higher maximum is preferred. + */ static int CDECL NGameClientSorter(NetworkGameList * const *a, NetworkGameList * const *b) { /* Reverse as per default we are interested in most-clients first */ @@ -321,7 +323,8 @@ protected: /** * Sort servers by joinability. If both servers are the - * same, prefer the non-passworded server first. */ + * same, prefer the non-passworded server first. + */ static int CDECL NGameAllowedSorter(NetworkGameList * const *a, NetworkGameList * const *b) { /* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */ diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index acbcda234..09046fb50 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1773,7 +1773,7 @@ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded) * @param client_id id of the client we want to move. * @param company_id id of the company we want to move the client to. * @return void - **/ + */ void NetworkServerDoMove(ClientID client_id, CompanyID company_id) { /* Only allow non-dedicated servers and normal clients to be moved */ |