diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp index 1b63191f3973..bfdb308b664f 100644 --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -1324,10 +1324,10 @@ class IndustryDirectoryWindow : public Window { static CargoID produced_cargo_filter; enum class SorterType : uint8 { - IDW_SORT_BY_NAME, ///< Sorter type to sort by name - IDW_SORT_BY_TYPE, ///< Sorter type to sort by type - IDW_SORT_BY_PRODUCTION, ///< Sorter type to sort by production amount - IDW_SORT_BY_TRANSPORTED, ///< Sorter type to sort by transported percentage + ByName, ///< Sorter type to sort by name + ByType, ///< Sorter type to sort by type + ByProduction, ///< Sorter type to sort by production amount + ByTransported, ///< Sorter type to sort by transported percentage }; /** @@ -1552,9 +1552,9 @@ class IndustryDirectoryWindow : public Window { } switch (static_cast(this->industries.SortType())) { - case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_NAME: - case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TYPE: - case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_PRODUCTION: + case IndustryDirectoryWindow::SorterType::ByName: + case IndustryDirectoryWindow::SorterType::ByType: + case IndustryDirectoryWindow::SorterType::ByProduction: /* Sort by descending production, then descending transported */ std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) { if (a.production != b.production) return a.production > b.production; @@ -1562,7 +1562,7 @@ class IndustryDirectoryWindow : public Window { }); break; - case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TRANSPORTED: + case IndustryDirectoryWindow::SorterType::ByTransported: /* Sort by descending transported, then descending production */ std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) { if (a.transported != b.transported) return a.transported > b.transported; diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h index 52d9cfddb3f6..7bce8f6c0afa 100644 --- a/src/network/core/tcp.h +++ b/src/network/core/tcp.h @@ -78,15 +78,15 @@ class TCPConnecter { * lock on the game-state. */ enum class Status { - INIT, ///< TCPConnecter is created but resolving hasn't started. - RESOLVING, ///< The hostname is being resolved (threaded). - FAILURE, ///< Resolving failed. - CONNECTING, ///< We are currently connecting. - CONNECTED, ///< The connection is established. + Init, ///< TCPConnecter is created but resolving hasn't started. + Resolving, ///< The hostname is being resolved (threaded). + Failure, ///< Resolving failed. + Connecting, ///< We are currently connecting. + Connected, ///< The connection is established. }; std::thread resolve_thread; ///< Thread used during resolving. - std::atomic status = Status::INIT; ///< The current status of the connecter. + std::atomic status = Status::Init; ///< The current status of the connecter. std::atomic killed = false; ///< Whether this connecter is marked as killed. addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses. diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp index 8ef41ebf0013..a9cc77934e13 100644 --- a/src/network/core/tcp_connect.cpp +++ b/src/network/core/tcp_connect.cpp @@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uin 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(SOCKET sock) assert(sock != INVALID_SOCKET); this->socket = sock; - this->status = Status::CONNECTED; + this->status = Status::Connected; } /** @@ -459,7 +459,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock) */ void TCPServerConnecter::SetFailure() { - this->status = Status::FAILURE; + this->status = Status::Failure; } /**