From 5f3772a42c322a99d2ea57b6c97b76fceccbb781 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 20 Jan 2009 01:32:06 +0000 Subject: (svn r15157) -Codechange: wrap the hostname/ip and port into a single structure so we can pass either one of them and not convert an ip to a string and then back again. --- src/openttd.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/openttd.cpp') diff --git a/src/openttd.cpp b/src/openttd.cpp index 703bfdb7c..1150cabfa 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -681,7 +681,7 @@ int ttd_main(int argc, char *argv[]) ParseConnectionString(¬_used, &port, debuglog_conn); if (port != NULL) rport = atoi(port); - NetworkStartDebugLog(debuglog_conn, rport); + NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport)); } #endif /* ENABLE_NETWORK */ @@ -728,7 +728,7 @@ int ttd_main(int argc, char *argv[]) LoadIntroGame(); _switch_mode = SM_NONE; - NetworkClientConnectGame(network_conn, rport); + NetworkClientConnectGame(NetworkAddress(network_conn, rport)); } } #endif /* ENABLE_NETWORK */ @@ -1219,7 +1219,7 @@ void GameLoop() if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ - NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port); + NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); } /* Singleplayer */ StateGameLoop(); -- cgit v1.2.3-54-g00ecf