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@ -688,16 +688,16 @@ public:
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/* Used by clients, to connect to a server */
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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{
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if (!_network_available) return;
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if (address.GetPort() == 0) return;
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if (port == 0) return;
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if (!NetworkValidateClientName()) return;
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strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = address.GetPort();
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strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = port;
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_network_join_as = join_as;
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_network_join_server_password = join_server_password;
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_network_join_company_password = join_company_password;
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@ -708,7 +708,7 @@ void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const c
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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new TCPClientConnecter(address);
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new TCPClientConnecter(NetworkAddress(hostname, port));
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}
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static void NetworkInitGameInfo()
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@ -1059,12 +1059,13 @@ static void NetworkGenerateServerId()
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seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
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}
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void NetworkStartDebugLog(NetworkAddress address)
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void NetworkStartDebugLog(const char *hostname, uint16 port)
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{
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extern SOCKET _debug_socket; // Comes from debug.c
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DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
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DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
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NetworkAddress address(hostname, port);
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SOCKET s = address.Connect();
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if (s == INVALID_SOCKET) {
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DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
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