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 @@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(c break; case SERVER_ADDRESS_INVITE_CODE: - this->status = Status::CONNECTING; + this->status = Status::Connecting; _network_coordinator_client.ConnectToServer(this->server_address.connection_string, this); break; @@ -254,14 +254,14 @@ void TCPConnecter::Resolve() if (error != 0) { Debug(net, 0, "Failed to resolve DNS for {}", this->connection_string); - this->status = Status::FAILURE; + this->status = Status::Failure; return; } this->ai = ai; this->OnResolved(ai); - this->status = Status::CONNECTING; + this->status = Status::Connecting; } /** @@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity() if (this->killed) return true; switch (this->status) { - case Status::INIT: + case Status::Init: /* Start the thread delayed, so the vtable is loaded. This allows classes * to overload functions used by Resolve() (in case threading is disabled). */ if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) { - this->status = Status::RESOLVING; + this->status = Status::Resolving; return false; } @@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity() * connection. The rest of this function handles exactly that. */ break; - case Status::RESOLVING: + case Status::Resolving: /* Wait till Resolve() comes back with an answer (in case it runs threaded). */ return false; - case Status::FAILURE: + case Status::Failure: /* Ensure the OnFailure() is called from the game-thread instead of the * resolve-thread, as otherwise we can get into some threading issues. */ this->OnFailure(); return true; - case Status::CONNECTING: - case Status::CONNECTED: + case Status::Connecting: + case Status::Connected: break; } @@ -403,7 +403,7 @@ bool TCPConnecter::CheckActivity() } this->OnConnect(connected_socket); - this->status = Status::CONNECTED; + this->status = Status::Connected; return true; } @@ -422,11 +422,11 @@ bool TCPServerConnecter::CheckActivity() case SERVER_ADDRESS_INVITE_CODE: /* Check if a result has come in. */ switch (this->status) { - case Status::FAILURE: + case Status::Failure: this->OnFailure(); return true; - case Status::CONNECTED: + case Status::Connected: this->OnConnect(this->socket); return true; @@ -451,7 +451,7 @@ void TCPServerConnecter::SetConnected(SO assert(sock != INVALID_SOCKET); this->socket = sock; - this->status = Status::CONNECTED; + this->status = Status::Connected; } /** @@ -459,7 +459,7 @@ void TCPServerConnecter::SetConnected(SO */ void TCPServerConnecter::SetFailure() { - this->status = Status::FAILURE; + this->status = Status::Failure; } /**