Clarify an if statement in NetPlayClient.cpp. See: https://github.com/LaurentGomila/SFML/issues/26.

This was simply an error in documentation. It actually returns an sf::Socket::Status enum value as a result.
This commit is contained in:
lioncash 2014-02-10 09:26:29 -05:00
parent 079b1ba93d
commit f5408c3f52

View file

@ -67,8 +67,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
is_connected = false; is_connected = false;
// why is false successful? documentation says true is if (m_socket.Connect(port, address, 5) == sf::Socket::Done)
if (0 == m_socket.Connect(port, address, 5))
{ {
// send connect message // send connect message
sf::Packet spac; sf::Packet spac;
@ -126,8 +125,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
} }
} }
else else
{
PanicAlertT("Failed to Connect!"); PanicAlertT("Failed to Connect!");
}
} }
// called from ---NETPLAY--- thread // called from ---NETPLAY--- thread