File diff r25406:017a9f8d3ec9 → r25407:b37c2c854ce5
src/network/network_client.cpp
Show inline comments
 
@@ -191,14 +191,14 @@ NetworkRecvStatus ClientNetworkGameSocke
 
/**
 
 * Handle an error coming from the client side.
 
 * @param res The "error" that happened.
 
 */
 
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
 
{
 
	/* First, send a CLIENT_ERROR to the server, so he knows we are
 
	 *  disconnection (and why!) */
 
	/* First, send a CLIENT_ERROR to the server, so it knows we are
 
	 *  disconnected (and why!) */
 
	NetworkErrorCode errorno;
 

	
 
	/* We just want to close the connection.. */
 
	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
 
		this->NetworkSocketHandler::CloseConnection();
 
		this->CloseConnection(res);
 
@@ -290,13 +290,13 @@ void ClientNetworkGameSocketHandler::Cli
 
				my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
 
				return false;
 
			}
 

	
 
			/* If this is the first time we have a sync-frame, we
 
			 *   need to let the server know that we are ready and at the same
 
			 *   frame as he is.. so we can start playing! */
 
			 *   frame as it is.. so we can start playing! */
 
			if (_network_first_time) {
 
				_network_first_time = false;
 
				SendAck();
 
			}
 

	
 
			_sync_frame = 0;
 
@@ -1396,13 +1396,13 @@ void NetworkClientSendChat(NetworkAction
 
void NetworkClientSetCompanyPassword(const char *password)
 
{
 
	MyClient::SendSetPassword(password);
 
}
 

	
 
/**
 
 * Tell whether the client has team members where he/she can chat to.
 
 * Tell whether the client has team members who they can chat to.
 
 * @param cio client to check members of.
 
 * @return true if there is at least one team member.
 
 */
 
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
 
{
 
	/* Only companies actually playing can speak to team. Eg spectators cannot */