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https://github.com/OpenTTD/OpenTTD
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(svn r24075) [1.2] -Backport from trunk:
- Fix: Reversing trains while they were entering or leaving a depot could lead to stuck trains [FS#5093] (r24071) - Fix: The 'last joined' server was not properly selected anymore [FS#5098] (r24070) - Fix: Immediately start querying the last joined server instead of waiting for the requery loop [FS#5097] (r24069, r24062) - Fix: Make the full snowedness level of houses the same as roads and rails [FS#5121] (r24064)
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@@ -72,9 +72,9 @@ void SortNetworkLanguages()
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* found on the network.
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* @param unselect unselect the currently selected item
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*/
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void UpdateNetworkGameWindow(bool unselect)
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void UpdateNetworkGameWindow()
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{
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InvalidateWindowData(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME, unselect ? 1 : 0);
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InvalidateWindowData(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME, 0);
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}
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typedef GUIList<NetworkGameList*> GUIGameServerList;
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@@ -438,6 +438,9 @@ protected:
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public:
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NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(NETWORK_CLIENT_NAME_LENGTH)
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{
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this->list_pos = SLP_INVALID;
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this->server = NULL;
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this->CreateNestedTree(desc);
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this->vscroll = this->GetScrollbar(WID_NG_SCROLLBAR);
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this->FinishInitNested(desc, WN_NETWORK_WINDOW_GAME);
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@@ -447,11 +450,10 @@ public:
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InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size, 120);
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this->SetFocusedWidget(WID_NG_CLIENT);
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UpdateNetworkGameWindow(true);
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this->field = WID_NG_CLIENT;
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this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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this->server = this->last_joined;
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if (this->last_joined != NULL) NetworkUDPQueryServer(this->last_joined->address);
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this->servers.SetListing(this->last_sorting);
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this->servers.SetSortFuncs(this->sorter_funcs);
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@@ -790,10 +792,6 @@ public:
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*/
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virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
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{
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if (data == 1) {
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this->server = NULL;
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this->list_pos = SLP_INVALID;
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}
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this->servers.ForceRebuild();
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this->SetDirty();
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}
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