diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/network_client.cpp | 8 | ||||
-rw-r--r-- | src/network/network_server.cpp | 8 | ||||
-rw-r--r-- | src/network/network_server.h | 2 |
3 files changed, 9 insertions, 9 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 190bb2945..f827c5735 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta */ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) { - /* First, send a CLIENT_ERROR to the server, so he knows we are - * disconnection (and why!) */ + /* First, send a CLIENT_ERROR to the server, so it knows we are + * disconnected (and why!) */ NetworkErrorCode errorno; /* We just want to close the connection.. */ @@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) /* If this is the first time we have a sync-frame, we * need to let the server know that we are ready and at the same - * frame as he is.. so we can start playing! */ + * frame as it is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SendAck(); @@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password) } /** - * Tell whether the client has team members where he/she can chat to. + * Tell whether the client has team members who they can chat to. * @param cio client to check members of. * @return true if there is at least one team member. */ 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(); } diff --git a/src/network/network_server.h b/src/network/network_server.h index e72377e82..fb4c4f63e 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -72,7 +72,7 @@ public: size_t receive_limit; ///< Amount of bytes that we can receive at this moment struct PacketWriter *savegame; ///< Writer used to write the savegame. - NetworkAddress client_address; ///< IP-address of the client (so he can be banned) + NetworkAddress client_address; ///< IP-address of the client (so they can be banned) ServerNetworkGameSocketHandler(SOCKET s); ~ServerNetworkGameSocketHandler(); |