Fix: only query a manually added server if it isn't there yet

But always mark it as manually, no matter if it was there or not.
pull/332/head
Patric Stout 3 years ago committed by Patric Stout
parent fc91f1d1b2
commit b9ab3bd6b3

@ -657,7 +657,7 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co
* @param connection_string The IP:port of the server to add.
* @return The entry on the game list.
*/
NetworkGameList *NetworkAddServer(const std::string &connection_string)
NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually)
{
if (connection_string.empty()) return nullptr;
@ -666,13 +666,14 @@ NetworkGameList *NetworkAddServer(const std::string &connection_string)
if (item->info.server_name.empty()) {
ClearGRFConfigList(&item->info.grfconfig);
item->info.server_name = connection_string;
item->manually = true;
NetworkRebuildHostList();
UpdateNetworkGameWindow();
NetworkTCPQueryServer(connection_string);
}
NetworkTCPQueryServer(connection_string);
if (manually) item->manually = true;
return item;
}
@ -1202,7 +1203,7 @@ extern "C" {
void CDECL em_openttd_add_server(const char *connection_string)
{
NetworkAddServer(connection_string);
NetworkAddServer(connection_string, false);
}
}

@ -90,7 +90,7 @@ extern CompanyMask _network_company_passworded;
void NetworkTCPQueryServer(const std::string &connection_string, bool request_company_info = false);
void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
struct NetworkGameList *NetworkAddServer(const std::string &connection_string);
struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow();

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