diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h --- a/src/network/core/tcp.h +++ b/src/network/core/tcp.h @@ -77,7 +77,7 @@ protected: NetworkAddress address; public: - TCPConnecter(const NetworkAddress &address); + TCPConnecter(const std::string &connection_string, uint16 default_port); /** Silence the warnings */ virtual ~TCPConnecter() {} diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp --- a/src/network/core/tcp_connect.cpp +++ b/src/network/core/tcp_connect.cpp @@ -13,6 +13,7 @@ #include "../../thread.h" #include "tcp.h" +#include "../network_internal.h" #include "../../safeguards.h" @@ -21,15 +22,16 @@ static std::vector _tcp_ /** * Create a new connecter for the given address - * @param address the (un)resolved address to connect to + * @param connection_string the address to connect to */ -TCPConnecter::TCPConnecter(const NetworkAddress &address) : +TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port) : connected(false), aborted(false), killed(false), - sock(INVALID_SOCKET), - address(address) + sock(INVALID_SOCKET) { + this->address = ParseConnectionString(connection_string, default_port); + _tcp_connecters.push_back(this); if (!StartNewThread(nullptr, "ottd:tcp", &TCPConnecter::ThreadEntry, this)) { this->Connect(); diff --git a/src/network/core/tcp_http.cpp b/src/network/core/tcp_http.cpp --- a/src/network/core/tcp_http.cpp +++ b/src/network/core/tcp_http.cpp @@ -203,11 +203,9 @@ int NetworkHTTPSocketHandler::HandleHead *url = '\0'; - NetworkAddress address = ParseConnectionString(hname, 80); - /* Restore the URL. */ *url = '/'; - new NetworkHTTPContentConnecter(address, callback, url, data, depth); + new NetworkHTTPContentConnecter(hname, callback, url, data, depth); return 0; } diff --git a/src/network/core/tcp_http.h b/src/network/core/tcp_http.h --- a/src/network/core/tcp_http.h +++ b/src/network/core/tcp_http.h @@ -81,16 +81,14 @@ class NetworkHTTPContentConnecter : TCPC public: /** * Start the connecting. - * @param address the address to connect to - * @param callback the callback for HTTP retrieval - * @param url the url at the server - * @param data the data to send - * @param depth the depth (redirect recursion) of the queries + * @param connection_string The address to connect to. + * @param callback The callback for HTTP retrieval. + * @param url The url at the server. + * @param data The data to send. + * @param depth The depth (redirect recursion) of the queries. */ - NetworkHTTPContentConnecter(const NetworkAddress &address, - HTTPCallback *callback, const char *url, - const char *data = nullptr, int depth = 0) : - TCPConnecter(address), + NetworkHTTPContentConnecter(const std::string &connection_string, HTTPCallback *callback, const char *url, const char *data = nullptr, int depth = 0) : + TCPConnecter(connection_string, 80), callback(callback), url(stredup(url)), data(data), diff --git a/src/network/network.cpp b/src/network/network.cpp --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -515,7 +515,7 @@ NetworkAddress ParseConnectionString(con * @param default_port The default port to set port to if not in connection_string. * @return A valid NetworkAddress of the parsed information. */ -NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port) +static NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port) { char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string)); @@ -524,7 +524,20 @@ NetworkAddress ParseGameConnectionString const char *company_s = nullptr; ParseFullConnectionString(&company_s, &port_s, internal_connection_string); - if (company_s != nullptr) *company = (CompanyID)atoi(company_s); + if (company_s != nullptr) { + uint company_value = atoi(company_s); + + if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) { + if (company_value > MAX_COMPANIES || company_value == 0) { + *company = COMPANY_SPECTATOR; + } else { + /* "#1" means the first company, which has index 0. */ + *company = (CompanyID)(company_value - 1); + } + } else { + *company = (CompanyID)company_value; + } + } int port = port_s != nullptr ? atoi(port_s) : default_port; return NetworkAddress(internal_connection_string, port); @@ -607,9 +620,10 @@ static void NetworkInitialize(bool close class TCPQueryConnecter : TCPConnecter { private: bool request_company_info; + std::string connection_string; public: - TCPQueryConnecter(const NetworkAddress &address, bool request_company_info) : TCPConnecter(address), request_company_info(request_company_info) {} + 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 { @@ -619,24 +633,24 @@ public: void OnConnect(SOCKET s) override { _networking = true; - new ClientNetworkGameSocketHandler(s, address); + new ClientNetworkGameSocketHandler(s, this->connection_string); MyClient::SendInformationQuery(request_company_info); } }; /** * Query a server to fetch his game-info. - * @param address the address to query. + * @param connection_string the address to query. * @param request_company_info Whether to request company info too. */ -void NetworkTCPQueryServer(NetworkAddress address, bool request_company_info) +void NetworkTCPQueryServer(const std::string &connection_string, bool request_company_info) { if (!_network_available) return; NetworkDisconnect(); NetworkInitialize(); - new TCPQueryConnecter(address, request_company_info); + new TCPQueryConnecter(connection_string, request_company_info); } /** @@ -650,20 +664,18 @@ NetworkGameList *NetworkAddServer(const { if (connection_string.empty()) return nullptr; - NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT); - /* Ensure the item already exists in the list */ - NetworkGameList *item = NetworkGameListAddItem(address); + NetworkGameList *item = NetworkGameListAddItem(connection_string); if (StrEmpty(item->info.server_name)) { ClearGRFConfigList(&item->info.grfconfig); - address.GetAddressAsString(item->info.server_name, lastof(item->info.server_name)); + strecpy(item->info.server_name, connection_string.c_str(), lastof(item->info.server_name)); item->manually = true; NetworkRebuildHostList(); UpdateNetworkGameWindow(); } - NetworkTCPQueryServer(address); + NetworkTCPQueryServer(connection_string); return item; } @@ -693,14 +705,17 @@ void NetworkRebuildHostList() _network_host_list.clear(); for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) { - if (item->manually) _network_host_list.emplace_back(item->address.GetAddressAsString(false)); + if (item->manually) _network_host_list.emplace_back(item->connection_string); } } /** Non blocking connection create to actually connect to servers */ class TCPClientConnecter : TCPConnecter { +private: + std::string connection_string; + public: - TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {} + TCPClientConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {} void OnFailure() override { @@ -710,7 +725,7 @@ public: void OnConnect(SOCKET s) override { _networking = true; - new ClientNetworkGameSocketHandler(s, this->address); + new ClientNetworkGameSocketHandler(s, this->connection_string); IConsoleCmdExec("exec scripts/on_client.scr 0"); NetworkClient_Connected(); } @@ -736,34 +751,12 @@ public: bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password, const char *join_company_password) { CompanyID join_as = default_company; - NetworkAddress address = ParseGameConnectionString(&join_as, connection_string, NETWORK_DEFAULT_PORT); - - if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) { - join_as--; - if (join_as >= MAX_COMPANIES) { - return false; - } - } - - return NetworkClientConnectGame(address, join_as, join_server_password, join_company_password); -} + std::string resolved_connection_string = ParseGameConnectionString(&join_as, connection_string, NETWORK_DEFAULT_PORT).GetAddressAsString(false); -/** - * Join a client to the server at the given address. - * See the overloaded NetworkClientConnectGame for more details. - * - * @param address The network address of the server to join to. - * @param join_as The company number to join as. - * @param join_server_password The password for the server. - * @param join_company_password The password for the company. - * @return Whether the join has started. - */ -bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password) -{ if (!_network_available) return false; if (!NetworkValidateClientName()) return false; - _network_join.address = address; + _network_join.connection_string = resolved_connection_string; _network_join.company = join_as; _network_join.server_password = join_server_password; _network_join.company_password = join_company_password; @@ -792,11 +785,11 @@ void NetworkClientJoinGame() NetworkDisconnect(); NetworkInitialize(); - strecpy(_settings_client.network.last_joined, _network_join.address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined)); + strecpy(_settings_client.network.last_joined, _network_join.connection_string.c_str(), lastof(_settings_client.network.last_joined)); _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; ShowJoinStatusWindow(); - new TCPClientConnecter(_network_join.address); + new TCPClientConnecter(_network_join.connection_string); } static void NetworkInitGameInfo() diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -145,7 +145,7 @@ void ClientNetworkEmergencySave() * Create a new socket for the client side of the game connection. * @param s The socket to connect with. */ -ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address) : NetworkGameSocketHandler(s), address(address), savegame(nullptr), status(STATUS_INACTIVE) +ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE) { assert(ClientNetworkGameSocketHandler::my_client == nullptr); ClientNetworkGameSocketHandler::my_client = this; @@ -581,7 +581,7 @@ NetworkRecvStatus ClientNetworkGameSocke NetworkGameList *item = GetLobbyGameInfo(); if (item == nullptr) { /* This is not the lobby, so add it to the game list. */ - item = NetworkGameListAddItem(this->address); + item = NetworkGameListAddItem(this->connection_string); } /* Clear any existing GRFConfig chain. */ diff --git a/src/network/network_client.h b/src/network/network_client.h --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -15,7 +15,7 @@ /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: - NetworkAddress address; ///< Address we are connected to. + std::string connection_string; ///< Address we are connected to. struct PacketReader *savegame; ///< Packet reader for reading the savegame. byte token; ///< The token we need to send back to the server to prove we're the right client. @@ -76,7 +76,7 @@ protected: static NetworkRecvStatus SendMapOk(); void CheckConnection(); public: - ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address); + ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string); ~ClientNetworkGameSocketHandler(); NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override; @@ -115,10 +115,10 @@ void NetworkClientSetCompanyPassword(con /** Information required to join a server. */ struct NetworkJoinInfo { NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {} - NetworkAddress address; ///< The address of the server to join. - CompanyID company; ///< The company to join. - const char *server_password; ///< The password of the server to join. - const char *company_password; ///< The password of the company to join. + std::string connection_string; ///< The address of the server to join. + CompanyID company; ///< The company to join. + const char *server_password; ///< The password of the server to join. + const char *company_password; ///< The password of the company to join. }; extern NetworkJoinInfo _network_join; diff --git a/src/network/network_content.cpp b/src/network/network_content.cpp --- a/src/network/network_content.cpp +++ b/src/network/network_content.cpp @@ -343,8 +343,7 @@ void ClientNetworkContentSocketHandler:: this->http_response_index = -1; - NetworkAddress address(NETWORK_CONTENT_MIRROR_HOST, NETWORK_CONTENT_MIRROR_PORT); - new NetworkHTTPContentConnecter(address, this, NETWORK_CONTENT_MIRROR_URL, content_request); + new NetworkHTTPContentConnecter(NETWORK_CONTENT_MIRROR_HOST, this, NETWORK_CONTENT_MIRROR_URL, content_request); /* NetworkHTTPContentConnecter takes over freeing of content_request! */ } @@ -744,7 +743,7 @@ public: * Initiate the connecting. * @param address The address of the server. */ - NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {} + NetworkContentConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_CONTENT_SERVER_PORT) {} void OnFailure() override { @@ -770,7 +769,7 @@ void ClientNetworkContentSocketHandler:: { if (this->sock != INVALID_SOCKET || this->isConnecting) return; this->isConnecting = true; - new NetworkContentConnecter(NetworkAddress(NETWORK_CONTENT_SERVER_HOST, NETWORK_CONTENT_SERVER_PORT, AF_UNSPEC)); + new NetworkContentConnecter(NETWORK_CONTENT_SERVER_HOST); } /** diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp --- a/src/network/network_gamelist.cpp +++ b/src/network/network_gamelist.cpp @@ -44,7 +44,7 @@ static void NetworkGameListHandleDelayed while (ins_item != nullptr && !_network_game_delayed_insertion_list.compare_exchange_weak(ins_item, ins_item->next, std::memory_order_acq_rel)) {} if (ins_item == nullptr) break; // No item left. - NetworkGameList *item = NetworkGameListAddItem(ins_item->address); + NetworkGameList *item = NetworkGameListAddItem(ins_item->connection_string); if (item != nullptr) { if (StrEmpty(item->info.server_name)) { @@ -67,19 +67,22 @@ static void NetworkGameListHandleDelayed * @param address the address of the to-be added item * @return a point to the newly added or already existing item */ -NetworkGameList *NetworkGameListAddItem(NetworkAddress address) +NetworkGameList *NetworkGameListAddItem(const std::string &connection_string) { NetworkGameList *item, *prev_item; + /* Parse the connection string to ensure the default port is there. */ + const std::string resolved_connection_string = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT).GetAddressAsString(false); + prev_item = nullptr; for (item = _network_game_list; item != nullptr; item = item->next) { - if (item->address == address) return item; + if (item->connection_string == resolved_connection_string) return item; prev_item = item; } item = CallocT(1); item->next = nullptr; - item->address = address; + item->connection_string = resolved_connection_string; if (prev_item == nullptr) { _network_game_list = item; @@ -141,7 +144,7 @@ void NetworkGameListRequery() /* item gets mostly zeroed by NetworkUDPQueryServer */ uint8 retries = item->retries; - NetworkUDPQueryServer(item->address); + NetworkUDPQueryServer(item->connection_string); item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries; } } diff --git a/src/network/network_gamelist.h b/src/network/network_gamelist.h --- a/src/network/network_gamelist.h +++ b/src/network/network_gamelist.h @@ -16,19 +16,19 @@ /** Structure with information shown in the game list (GUI) */ struct NetworkGameList { - NetworkGameInfo info; ///< The game information of this server - NetworkAddress address; ///< The connection info of the game server - bool online; ///< False if the server did not respond (default status) - bool manually; ///< True if the server was added manually - uint8 retries; ///< Number of retries (to stop requerying) - NetworkGameList *next; ///< Next pointer to make a linked game list + NetworkGameInfo info; ///< The game information of this server + std::string connection_string; ///< Address of the server + bool online; ///< False if the server did not respond (default status) + bool manually; ///< True if the server was added manually + uint8 retries; ///< Number of retries (to stop requerying) + NetworkGameList *next; ///< Next pointer to make a linked game list }; /** Game list of this client */ extern NetworkGameList *_network_game_list; void NetworkGameListAddItemDelayed(NetworkGameList *item); -NetworkGameList *NetworkGameListAddItem(NetworkAddress address); +NetworkGameList *NetworkGameListAddItem(const std::string &connection_string); void NetworkGameListRemoveItem(NetworkGameList *remove); void NetworkGameListRequery(); diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -272,7 +272,9 @@ protected: static bool NGameNameSorter(NetworkGameList * const &a, NetworkGameList * const &b) { int r = strnatcmp(a->info.server_name, b->info.server_name, true); // Sort by name (natural sorting). - return r == 0 ? a->address.CompareTo(b->address) < 0: r < 0; + if (r == 0) r = a->connection_string.compare(b->connection_string); + + return r < 0; } /** @@ -646,8 +648,7 @@ public: DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, y, STR_NETWORK_SERVER_LIST_SERVER_VERSION); // server version y += FONT_HEIGHT_NORMAL; - std::string address = sel->address.GetAddressAsString(); - SetDParamStr(0, address.c_str()); + SetDParamStr(0, sel->connection_string.c_str()); DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, y, STR_NETWORK_SERVER_LIST_SERVER_ADDRESS); // server address y += FONT_HEIGHT_NORMAL; @@ -751,7 +752,7 @@ public: break; case WID_NG_REFRESH: // Refresh - if (this->server != nullptr) NetworkTCPQueryServer(this->server->address); + if (this->server != nullptr) NetworkTCPQueryServer(this->server->connection_string); break; case WID_NG_NEWGRF: // NewGRF Settings @@ -1471,22 +1472,22 @@ struct NetworkLobbyWindow : public Windo case WID_NL_JOIN: // Join company /* Button can be clicked only when it is enabled. */ - NetworkClientConnectGame(this->server->address, this->company); + NetworkClientConnectGame(this->server->connection_string, this->company); break; case WID_NL_NEW: // New company - NetworkClientConnectGame(this->server->address, COMPANY_NEW_COMPANY); + NetworkClientConnectGame(this->server->connection_string, COMPANY_NEW_COMPANY); break; case WID_NL_SPECTATE: // Spectate game - NetworkClientConnectGame(this->server->address, COMPANY_SPECTATOR); + NetworkClientConnectGame(this->server->connection_string, COMPANY_SPECTATOR); break; case WID_NL_REFRESH: // Refresh /* Clear the information so removed companies don't remain */ for (auto &company : this->company_info) company = {}; - NetworkTCPQueryServer(this->server->address, true); + NetworkTCPQueryServer(this->server->connection_string, true); break; } } @@ -1554,9 +1555,9 @@ static void ShowNetworkLobbyWindow(Netwo DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START); DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME); - strecpy(_settings_client.network.last_joined, ngl->address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined)); - - NetworkTCPQueryServer(ngl->address, true); + strecpy(_settings_client.network.last_joined, ngl->connection_string.c_str(), lastof(_settings_client.network.last_joined)); + + NetworkTCPQueryServer(ngl->connection_string, true); new NetworkLobbyWindow(&_network_lobby_window_desc, ngl); } diff --git a/src/network/network_internal.h b/src/network/network_internal.h --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -87,7 +87,7 @@ extern uint8 _network_reconnect; extern CompanyMask _network_company_passworded; -void NetworkTCPQueryServer(NetworkAddress address, bool request_company_info = false); +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); @@ -119,8 +119,6 @@ StringID GetNetworkErrorMsg(NetworkError bool NetworkFindName(char *new_name, const char *last); const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed); -bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr); NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port); -NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port); #endif /* NETWORK_INTERNAL_H */ diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -83,35 +83,36 @@ static UDPSocket _udp_master("Master"); /** * Helper function doing the actual work for querying the server. - * @param address The address of the server. + * @param connection_string The address of the server. * @param needs_mutex Whether we need to acquire locks when sending the packet or not. * @param manually Whether the address was entered manually. */ -static void DoNetworkUDPQueryServer(NetworkAddress &address, bool needs_mutex, bool manually) +static void DoNetworkUDPQueryServer(const std::string &connection_string, bool needs_mutex, bool manually) { /* Clear item in gamelist */ NetworkGameList *item = CallocT(1); - address.GetAddressAsString(item->info.server_name, lastof(item->info.server_name)); - item->address = address; + strecpy(item->info.server_name, connection_string.c_str(), lastof(item->info.server_name)); + item->connection_string = connection_string; item->manually = manually; NetworkGameListAddItemDelayed(item); std::unique_lock lock(_udp_client.mutex, std::defer_lock); if (needs_mutex) lock.lock(); /* Init the packet */ + NetworkAddress address = NetworkAddress(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT)); Packet p(PACKET_UDP_CLIENT_FIND_SERVER); if (_udp_client.socket != nullptr) _udp_client.socket->SendPacket(&p, &address); } /** * Query a specific server. - * @param address The address of the server. + * @param connection_string The address of the server. * @param manually Whether the address was entered manually. */ -void NetworkUDPQueryServer(NetworkAddress address, bool manually) +void NetworkUDPQueryServer(const std::string &connection_string, bool manually) { - if (address.IsResolved() || !StartNewThread(nullptr, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(address), true, std::move(manually))) { - DoNetworkUDPQueryServer(address, true, manually); + if (!StartNewThread(nullptr, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(connection_string), true, std::move(manually))) { + DoNetworkUDPQueryServer(connection_string, true, manually); } } @@ -318,7 +319,7 @@ void ClientNetworkUDPSocketHandler::Rece DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString().c_str()); /* Find next item */ - item = NetworkGameListAddItem(*client_addr); + item = NetworkGameListAddItem(client_addr->GetAddressAsString(false)); /* Clear any existing GRFConfig chain. */ ClearGRFConfigList(&item->info.grfconfig); @@ -357,7 +358,8 @@ void ClientNetworkUDPSocketHandler::Rece SerializeGRFIdentifier(&packet, &in_request[i]->ident); } - this->SendPacket(&packet, &item->address); + NetworkAddress address = NetworkAddress(ParseConnectionString(item->connection_string, NETWORK_DEFAULT_PORT)); + this->SendPacket(&packet, &address); } } @@ -398,7 +400,7 @@ void ClientNetworkUDPSocketHandler::Rece /* Somehow we reached the end of the packet */ if (this->HasClientQuit()) return; - DoNetworkUDPQueryServer(addr, false, false); + DoNetworkUDPQueryServer(addr.GetAddressAsString(false), false, false); } } } diff --git a/src/network/network_udp.h b/src/network/network_udp.h --- a/src/network/network_udp.h +++ b/src/network/network_udp.h @@ -15,7 +15,7 @@ void NetworkUDPInitialize(); void NetworkUDPSearchGame(); void NetworkUDPQueryMasterServer(); -void NetworkUDPQueryServer(NetworkAddress address, bool manually = false); +void NetworkUDPQueryServer(const std::string &connection_string, bool manually = false); void NetworkUDPAdvertise(); void NetworkUDPRemoveAdvertise(bool blocking); void NetworkUDPClose();