Update to 12.0-RC1
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@@ -14,6 +14,7 @@
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#include "../date_func.h"
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#include "network_admin.h"
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#include "network_client.h"
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#include "network_query.h"
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#include "network_server.h"
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#include "network_content.h"
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#include "network_udp.h"
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@@ -216,7 +217,7 @@ bool NetworkCompanyIsPassworded(CompanyID company_id)
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/* This puts a text-message to the console, or in the future, the chat-box,
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* (to keep it all a bit more general)
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* If 'self_send' is true, this is the client who is sending the message */
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64 data)
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64 data, const std::string &data_str)
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{
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StringID strid;
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switch (action) {
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@@ -247,6 +248,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
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case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
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case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
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default: strid = STR_NETWORK_CHAT_ALL; break;
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}
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@@ -254,6 +256,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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SetDParamStr(0, name);
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SetDParamStr(1, str);
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SetDParam(2, data);
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SetDParamStr(3, data_str);
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/* All of these strings start with "***". These characters are interpreted as both left-to-right and
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* right-to-left characters depending on the context. As the next text might be an user's name, the
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@@ -264,7 +267,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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Debug(desync, 1, "msg: {:08x}; {:02x}; {}", _date, _date_fract, message);
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IConsolePrint(colour, message);
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NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, message);
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NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, message);
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}
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/* Calculate the frame-lag of a client */
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@@ -631,16 +634,14 @@ public:
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void OnFailure() override
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{
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NetworkGameList *item = NetworkGameListAddItem(connection_string);
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item->online = false;
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item->status = NGLS_OFFLINE;
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UpdateNetworkGameWindow();
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}
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void OnConnect(SOCKET s) override
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s, this->connection_string);
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MyClient::SendInformationQuery();
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QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
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}
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};
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@@ -652,8 +653,6 @@ void NetworkQueryServer(const std::string &connection_string)
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{
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if (!_network_available) return;
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NetworkInitialize();
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new TCPQueryConnecter(connection_string);
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}
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@@ -1020,6 +1019,7 @@ void NetworkBackgroundLoop()
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_network_coordinator_client.SendReceive();
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TCPConnecter::CheckCallbacks();
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NetworkHTTPSocketHandler::HTTPReceive();
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QueryNetworkGameSocketHandler::SendReceive();
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NetworkBackgroundUDPLoop();
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}
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