STR_NETWORK_CLIENT_LIST_ASK_COMPANY_UNLOCK :{YELLOW}Are you sure you want to reset the password of company '{COMPANY}'?
STR_NETWORK_ASK_RELAY_CAPTION :{WHITE}Use relay?
STR_NETWORK_ASK_RELAY_TEXT :{YELLOW}Failed to establish a connection between you and the server.{}Would you like to relay this session via '{RAW_STRING}'?
STR_NETWORK_ASK_RELAY_TEXT :{YELLOW}Failed to establish a connection between you and server '{RAW_STRING}'.{}Would you like to relay this session via '{RAW_STRING}'?
STR_NETWORK_ASK_RELAY_NO :{BLACK}No
STR_NETWORK_ASK_RELAY_YES_ONCE :{BLACK}Yes, this once
STR_NETWORK_ASK_RELAY_YES_ALWAYS :{BLACK}Yes, don't ask again
/* Inform the Game Coordinator he can stop trying to connect us to the server. */
this->ConnectFailure(token, 0);
src/network/network_coordinator.h
➞
Show inline comments
@@ -54,7 +54,7 @@
class ClientNetworkCoordinatorSocketHandler : public NetworkCoordinatorSocketHandler {
private:
std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
std::map<std::string, TCPServerConnecter *> connecter; ///< Based on tokens, the current connecters that are pending.
std::map<std::string, std::pair<std::string, TCPServerConnecter *>> connecter; ///< Based on tokens, the current (invite-code, connecter) that are pending.
std::map<std::string, TCPServerConnecter *> connecter_pre; ///< Based on invite codes, the current connecters that are pending.
std::map<std::string, std::map<int, std::unique_ptr<ClientNetworkStunSocketHandler>>> stun_handlers; ///< All pending STUN handlers, stored by token:family.