summaryrefslogtreecommitdiff
path: root/src/network
diff options
context:
space:
mode:
Diffstat (limited to 'src/network')
-rw-r--r--src/network/core/address.cpp2
-rw-r--r--src/network/core/core.cpp2
-rw-r--r--src/network/core/core.h6
-rw-r--r--src/network/core/tcp.h2
-rw-r--r--src/network/core/tcp_admin.h2
-rw-r--r--src/network/core/tcp_content.h2
-rw-r--r--src/network/core/tcp_game.h10
-rw-r--r--src/network/core/tcp_http.cpp2
-rw-r--r--src/network/core/tcp_http.h2
-rw-r--r--src/network/core/udp.h4
-rw-r--r--src/network/network.cpp8
-rw-r--r--src/network/network_admin.cpp2
-rw-r--r--src/network/network_chat_gui.cpp2
-rw-r--r--src/network/network_client.cpp6
-rw-r--r--src/network/network_client.h2
-rw-r--r--src/network/network_content.cpp2
-rw-r--r--src/network/network_server.cpp8
-rw-r--r--src/network/network_server.h2
-rw-r--r--src/network/network_udp.cpp6
19 files changed, 36 insertions, 36 deletions
diff --git a/src/network/core/address.cpp b/src/network/core/address.cpp
index 3b3c9f4aa..d8c990e24 100644
--- a/src/network/core/address.cpp
+++ b/src/network/core/address.cpp
@@ -259,7 +259,7 @@ SOCKET NetworkAddress::Resolve(int family, int socktype, int flags, SocketList *
for (struct addrinfo *runp = ai; runp != NULL; runp = runp->ai_next) {
/* When we are binding to multiple sockets, make sure we do not
* connect to one with exactly the same address twice. That's
- * ofcourse totally unneeded ;) */
+ * of course totally unneeded ;) */
if (sockets != NULL) {
NetworkAddress address(runp->ai_addr, (int)runp->ai_addrlen);
if (sockets->Contains(address)) continue;
diff --git a/src/network/core/core.cpp b/src/network/core/core.cpp
index fc1bbf954..867bb4bb9 100644
--- a/src/network/core/core.cpp
+++ b/src/network/core/core.cpp
@@ -51,7 +51,7 @@ bool NetworkCoreInitialize()
if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
TimerBase = TimerRequest->tr_node.io_Device;
if (TimerBase == NULL) {
- /* free ressources... */
+ /* free resources... */
DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
return false;
}
diff --git a/src/network/core/core.h b/src/network/core/core.h
index ca7c763bd..a250dbb08 100644
--- a/src/network/core/core.h
+++ b/src/network/core/core.h
@@ -28,12 +28,12 @@ enum NetworkRecvStatus {
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
- NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
+ NETWORK_RECV_STATUS_CONN_LOST, ///< The connection is 'just' lost
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
- NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
+ NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server
};
/** Forward declaration due to circular dependencies */
@@ -48,7 +48,7 @@ public:
/** Create a new unbound socket */
NetworkSocketHandler() { this->has_quit = false; }
- /** Close the socket when distructing the socket handler */
+ /** Close the socket when destructing the socket handler */
virtual ~NetworkSocketHandler() { this->Close(); }
/** Really close the socket */
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index e55605561..b736189b4 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -52,7 +52,7 @@ public:
/**
* Whether there is something pending in the send queue.
- * @return true when someting is pending in the send queue.
+ * @return true when something is pending in the send queue.
*/
bool HasSendQueue() { return this->packet_queue != NULL; }
diff --git a/src/network/core/tcp_admin.h b/src/network/core/tcp_admin.h
index f950f1a97..932c3af42 100644
--- a/src/network/core/tcp_admin.h
+++ b/src/network/core/tcp_admin.h
@@ -339,7 +339,7 @@ protected:
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
/**
- * Notification about a removed company (e.g. due to banrkuptcy).
+ * Notification about a removed company (e.g. due to bankruptcy).
* uint8 ID of the company.
* uint8 Reason for being removed (see #AdminCompanyRemoveReason).
* @param p The packet that was just received.
diff --git a/src/network/core/tcp_content.h b/src/network/core/tcp_content.h
index b803d7189..5ad6ac5f4 100644
--- a/src/network/core/tcp_content.h
+++ b/src/network/core/tcp_content.h
@@ -139,7 +139,7 @@ protected:
/**
* Client requesting a list of content info based on an external
* 'unique' id; GRF ID + MD5 checksum for NewGRFS, shortname and
- * xor-ed MD5 checsums for base graphics and AIs.
+ * xor-ed MD5 checksums for base graphics and AIs.
* Scenarios and AI libraries are not supported
* uint8 count of requests
* for each request:
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 580e129ea..761399639 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -326,8 +326,8 @@ protected:
* Sends the current frame counter to the client:
* uint32 Frame counter
* uint32 Frame counter max (how far may the client walk before the server?)
- * uint32 General seed 1 (dependant on compile settings, not default).
- * uint32 General seed 2 (dependant on compile settings, not default).
+ * uint32 General seed 1 (dependent on compile settings, not default).
+ * uint32 General seed 2 (dependent on compile settings, not default).
* uint8 Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
@@ -337,7 +337,7 @@ protected:
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
- * uint32 General seed 2 (dependant on compile settings, not default).
+ * uint32 General seed 2 (dependent on compile settings, not default).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
@@ -413,13 +413,13 @@ protected:
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
/**
- * The client is quiting the game.
+ * The client is quitting the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
/**
- * The client made an error and is quiting the game.
+ * The client made an error and is quitting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
diff --git a/src/network/core/tcp_http.cpp b/src/network/core/tcp_http.cpp
index 386ba776c..a9829d560 100644
--- a/src/network/core/tcp_http.cpp
+++ b/src/network/core/tcp_http.cpp
@@ -177,7 +177,7 @@ int NetworkHTTPSocketHandler::HandleHeader()
int ret = NetworkHTTPSocketHandler::Connect(uri, this->callback, this->data, this->redirect_depth + 1);
if (ret != 0) return ret;
- /* We've relinguished control of data now. */
+ /* We've relinquished control of data now. */
this->data = NULL;
/* Restore the header. */
diff --git a/src/network/core/tcp_http.h b/src/network/core/tcp_http.h
index dc678cca0..6222c7695 100644
--- a/src/network/core/tcp_http.h
+++ b/src/network/core/tcp_http.h
@@ -117,7 +117,7 @@ public:
virtual void OnConnect(SOCKET s)
{
new NetworkHTTPSocketHandler(s, this->callback, this->address.GetHostname(), this->url, this->data, this->depth);
- /* We've relinguished control of data now. */
+ /* We've relinquished control of data now. */
this->data = NULL;
}
};
diff --git a/src/network/core/udp.h b/src/network/core/udp.h
index 29abb8a68..9aa0c9dc4 100644
--- a/src/network/core/udp.h
+++ b/src/network/core/udp.h
@@ -27,7 +27,7 @@ enum PacketUDPType {
PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
PACKET_UDP_SERVER_DETAIL_INFO, ///< Reply of the game server about details of the game, such as companies
PACKET_UDP_SERVER_REGISTER, ///< Packet to register itself to the master server
- PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succedeed
+ PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succeeded
PACKET_UDP_CLIENT_GET_LIST, ///< Request for serverlist from master server
PACKET_UDP_MASTER_RESPONSE_LIST, ///< Response from master server with server ip's + port's
PACKET_UDP_SERVER_UNREGISTER, ///< Request to be removed from the server-list
@@ -73,7 +73,7 @@ protected:
* all 1 the version of this packet's structure
*
* 4+ 1 number of GRFs attached (n)
- * 4+ n * 20 unique identifier for GRF files. Constists of:
+ * 4+ n * 20 unique identifier for GRF files. Consists of:
* - one 4 byte variable with the GRF ID
* - 16 bytes (sent sequentially) for the MD5 checksum
* of the GRF
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 41af3d1df..9601df50f 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -455,7 +455,7 @@ static void CheckPauseOnJoin()
* Converts a string to ip/port/company
* Format: IP:port#company
*
- * connection_string will be re-terminated to seperate out the hostname, and company and port will
+ * connection_string will be re-terminated to separate 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.
*/
@@ -488,7 +488,7 @@ void ParseConnectionString(const char **company, const char **port, char *connec
}
/**
- * Handle the acception of a connection to the server.
+ * Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
* @param address The address of the peer.
*/
@@ -549,7 +549,7 @@ void NetworkClose(bool close_admins)
InitializeNetworkPools(close_admins);
}
-/* Inits the network (cleans sockets and stuff) */
+/* Initializes the network (cleans sockets and stuff) */
static void NetworkInitialize(bool close_admins = true)
{
InitializeNetworkPools(close_admins);
@@ -809,7 +809,7 @@ void NetworkDisconnect(bool blocking, bool close_admins)
/**
* Receives something from the network.
- * @return true if everthing went fine, false when the connection got closed.
+ * @return true if everything went fine, false when the connection got closed.
*/
static bool NetworkReceive()
{
diff --git a/src/network/network_admin.cpp b/src/network/network_admin.cpp
index 45ceaa793..a78f0c869 100644
--- a/src/network/network_admin.cpp
+++ b/src/network/network_admin.cpp
@@ -974,7 +974,7 @@ void ServerNetworkAdminSocketHandler::WelcomeAll()
/**
* Send (push) updates to the admin network as they have registered for these updates.
- * @param freq the frequency to be processd.
+ * @param freq the frequency to be processed.
*/
void NetworkAdminUpdate(AdminUpdateFrequency freq)
{
diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp
index dca244a37..f43f2414a 100644
--- a/src/network/network_chat_gui.cpp
+++ b/src/network/network_chat_gui.cpp
@@ -451,7 +451,7 @@ struct NetworkChatWindow : public Window {
}
if (second_scan) {
- /* We walked all posibilities, and the user presses tab again.. revert to original text */
+ /* We walked all possibilities, and the user presses tab again.. revert to original text */
this->message_editbox.text.Assign(_chat_tab_completion_buf);
_chat_tab_completion_active = false;
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 8eaa2eb41..44c13fbc8 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -617,8 +617,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
}
/* There are at most as many ClientInfo as ClientSocket objects in a
- * server. Having more Infos than a server can have means something
- * has gone wrong somewhere, i.e. the server has more Infos than it
+ * server. Having more info than a server can have means something
+ * has gone wrong somewhere, i.e. the server has more info than it
* has actual clients. That means the server is feeding us an invalid
* state. So, bail out! This server is broken. */
if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@@ -1056,7 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
- /* To trottle the reconnects a bit, every clients waits its
+ /* To throttle the reconnects a bit, every clients waits its
* Client ID modulo 16. This way reconnects should be spread
* out a bit. */
_network_reconnect = _network_own_client_id % 16;
diff --git a/src/network/network_client.h b/src/network/network_client.h
index 342834f1c..23878b506 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -29,7 +29,7 @@ private:
STATUS_JOIN, ///< We are trying to join a server.
STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
- STATUS_AUTH_COMPANY, ///< Last action was requestion company password.
+ STATUS_AUTH_COMPANY, ///< Last action was requesting company password.
STATUS_AUTHORIZED, ///< The client is authorized at the server.
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
STATUS_MAP, ///< The client is downloading the map.
diff --git a/src/network/network_content.cpp b/src/network/network_content.cpp
index afbca4a37..07bf8ab9f 100644
--- a/src/network/network_content.cpp
+++ b/src/network/network_content.cpp
@@ -509,7 +509,7 @@ bool ClientNetworkContentSocketHandler::BeforeDownload()
/* The filesize is > 0, so we are going to download it */
const char *filename = GetFullFilename(this->curInfo, true);
if (filename == NULL || (this->curFile = fopen(filename, "wb")) == NULL) {
- /* Unless that fails ofcourse... */
+ /* Unless that fails of course... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD);
ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD, STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE, WL_ERROR);
return false;
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 3464efa9c..bab9f4ae3 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -528,7 +528,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
- static uint sent_packets; // How many packets we did send succecfully last time
+ static uint sent_packets; // How many packets we did send successfully last time
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
@@ -1500,7 +1500,7 @@ void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, c
p->Send_uint64(income);
p->Send_uint16(c->old_economy[0].performance_history);
- /* Send 1 if there is a passord for the company else send 0 */
+ /* Send 1 if there is a password for the company else send 0 */
p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
for (uint i = 0; i < NETWORK_VEH_END; i++) {
@@ -1620,7 +1620,7 @@ static void NetworkAutoCleanCompanies()
}
}
- /* Go through all the comapnies */
+ /* Go through all the companies */
FOR_ALL_COMPANIES(c) {
/* Skip the non-active once */
if (c->is_ai) continue;
@@ -1786,7 +1786,7 @@ void NetworkServer_Tick(bool send_frame)
switch (cs->status) {
case NetworkClientSocket::STATUS_ACTIVE:
if (lag > _settings_client.network.max_lag_time) {
- /* Client did still not report in within the specififed limit. */
+ /* Client did still not report in within the specified limit. */
IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #%d is dropped because the client's game state is more than %d ticks behind" :
diff --git a/src/network/network_server.h b/src/network/network_server.h
index e9d790a48..0fc52adf3 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -19,7 +19,7 @@
#include "../thread/thread.h"
class ServerNetworkGameSocketHandler;
-/** Make the code look slightliy nicer/simpler. */
+/** Make the code look slightly nicer/simpler. */
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
/** Pool with all client sockets. */
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index f58a39342..cde2994f7 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -34,15 +34,15 @@
#include "core/udp.h"
-/** Mutex for all out threaded udp resoltion and such. */
+/** Mutex for all out threaded udp resolution and such. */
static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;
static const uint ADVERTISE_NORMAL_INTERVAL = 30000; ///< interval between advertising in ticks (15 minutes)
-static const uint ADVERTISE_RETRY_INTERVAL = 300; ///< readvertise when no response after this many ticks (9 seconds)
-static const uint ADVERTISE_RETRY_TIMES = 3; ///< give up readvertising after this much failed retries
+static const uint ADVERTISE_RETRY_INTERVAL = 300; ///< re-advertise when no response after this many ticks (9 seconds)
+static const uint ADVERTISE_RETRY_TIMES = 3; ///< give up re-advertising after this much failed retries
NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket