From fc91f1d1b221435dee870d84690e834e753e39da Mon Sep 17 00:00:00 2001 From: Patric Stout Date: Sat, 8 May 2021 14:50:56 +0200 Subject: Fix: don't do a network disconnect between two queries This meant that on opening the Multiplayer window, if you had more than one server configured, it would one by one cancel all pending queries and send a new. Result: only the last server was updated. --- src/network/network.cpp | 6 ------ 1 file changed, 6 deletions(-) (limited to 'src/network') diff --git a/src/network/network.cpp b/src/network/network.cpp index 5d12aa732..ba20b0895 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -628,11 +628,6 @@ private: public: TCPQueryConnecter(const std::string &connection_string, bool request_company_info) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), request_company_info(request_company_info), connection_string(connection_string) {} - void OnFailure() override - { - NetworkDisconnect(); - } - void OnConnect(SOCKET s) override { _networking = true; @@ -650,7 +645,6 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co { if (!_network_available) return; - NetworkDisconnect(); NetworkInitialize(); new TCPQueryConnecter(connection_string, request_company_info); -- cgit v1.2.3-70-g09d2