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https://github.com/OpenRCT2/OpenRCT2
synced 2025-12-23 15:52:55 +01:00
Add address parameter in network_begin_server
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@@ -274,6 +274,9 @@ bool Network::BeginServer(uint16 port, const char* address)
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_userManager.Load();
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if (strlen(address) == 0)
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address = nullptr;
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log_verbose("Begin listening for clients");
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assert(listening_socket == nullptr);
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@@ -2134,12 +2137,8 @@ sint32 network_begin_client(const char *host, sint32 port)
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return gNetwork.BeginClient(host, port);
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}
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sint32 network_begin_server(sint32 port)
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sint32 network_begin_server(sint32 port, const char* address)
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{
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char *address = nullptr;
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if (strlen(gConfigNetwork.listen_address) > 0)
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address = gConfigNetwork.listen_address;
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return gNetwork.BeginServer(port, address);
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}
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@@ -2674,7 +2673,7 @@ void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32
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void network_send_map() {}
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void network_update() {}
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sint32 network_begin_client(const char *host, sint32 port) { return 1; }
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sint32 network_begin_server(sint32 port) { return 1; }
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sint32 network_begin_server(sint32 port, const char * address) { return 1; }
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sint32 network_get_num_players() { return 1; }
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const char* network_get_player_name(uint32 index) { return "local (OpenRCT2 compiled without MP)"; }
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uint32 network_get_player_flags(uint32 index) { return 0; }
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@@ -264,7 +264,7 @@ sint32 network_init();
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void network_close();
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void network_shutdown_client();
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sint32 network_begin_client(const char *host, sint32 port);
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sint32 network_begin_server(sint32 port);
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sint32 network_begin_server(sint32 port, const char* address);
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sint32 network_get_mode();
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sint32 network_get_status();
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@@ -166,7 +166,7 @@ static void window_server_start_scenarioselect_callback(const utf8 *path)
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{
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network_set_password(_password);
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if (scenario_load_and_play_from_path(path)) {
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network_begin_server(gConfigNetwork.default_port);
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network_begin_server(gConfigNetwork.default_port, gConfigNetwork.listen_address);
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} else {
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title_load();
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}
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@@ -175,7 +175,7 @@ static void window_server_start_scenarioselect_callback(const utf8 *path)
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static void window_server_start_loadsave_callback(sint32 result, const utf8 * path)
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{
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if (result == MODAL_RESULT_OK && game_load_save_or_scenario(path)) {
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network_begin_server(gConfigNetwork.default_port);
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network_begin_server(gConfigNetwork.default_port, gConfigNetwork.listen_address);
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}
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}
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