fixed some bugs and added some speed when scaling in-game tile size
[rocksndiamonds.git] / src / network.c
index b13e4c9a17f78943a7391c0fb5a73b39d016bc33..655f9c8f3f8a2ce809bce1f9dfe786ff75c7e46b 100644 (file)
@@ -130,7 +130,12 @@ static void StartNetworkServer(int port)
   static int p;
 
   p = port;
+#if defined(TARGET_SDL2)
+  server_thread = SDL_CreateThread(NetworkServerThread,
+                                  "NetworkServerThread", &p);
+#else
   server_thread = SDL_CreateThread(NetworkServerThread, &p);
+#endif
   network_server = TRUE;
 
 #else
@@ -434,7 +439,7 @@ static void Handle_OP_NUMBER_WANTED()
   {
     char request[100];
 
-    sprintf(request, "Sorry ! Player %d already exists ! You are player %d !",
+    sprintf(request, "Sorry! Player %d already exists! You are player %d!",
            index_nr_wanted + 1, new_index_nr + 1);
 
     Request(request, REQ_CONFIRM);
@@ -566,7 +571,7 @@ static void Handle_OP_STOP_PLAYING()
     else if (buffer[2] == NETWORK_STOP_BY_ERROR)
       Request("Network game stopped due to internal error!", REQ_CONFIRM);
     else
-      Request("Network game stopped !", REQ_CONFIRM);
+      Request("Network game stopped!", REQ_CONFIRM);
   }
 
   game_status = GAME_MODE_MAIN;