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-rw-r--r--src/network/core/packet.h3
-rw-r--r--src/network/network.cpp3
-rw-r--r--src/network/network_gamelist.cpp6
-rw-r--r--src/network/network_gui.cpp9
-rw-r--r--src/network/network_server.cpp2
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 */