Common/MsgHandler: Namespace code within the Common namespace

Closes another gap in the Common library where code isn't being
namespaced under it.
This commit is contained in:
Lioncash 2019-06-16 23:45:37 -04:00
commit 4f1f55093f
15 changed files with 214 additions and 143 deletions

View file

@ -1049,7 +1049,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
m_save_data_synced_players++;
if (m_save_data_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(GetStringT("All players' saves synchronized."));
m_dialog->AppendChat(Common::GetStringT("All players' saves synchronized."));
// Saves are synced, check if codes are as well and attempt to start the game
m_saves_synced = true;
@ -1061,8 +1061,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
case SYNC_SAVE_DATA_FAILURE:
{
m_dialog->AppendChat(
StringFromFormat(GetStringT("%s failed to synchronize.").c_str(), player.name.c_str()));
m_dialog->AppendChat(StringFromFormat(Common::GetStringT("%s failed to synchronize.").c_str(),
player.name.c_str()));
m_dialog->OnGameStartAborted();
ChunkedDataAbort();
m_start_pending = false;
@ -1093,7 +1093,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
if (++m_codes_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(GetStringT("All players' codes synchronized."));
m_dialog->AppendChat(Common::GetStringT("All players' codes synchronized."));
// Codes are synced, check if saves are as well and attempt to start the game
m_codes_synced = true;
@ -1105,8 +1105,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
case SYNC_CODES_FAILURE:
{
m_dialog->AppendChat(StringFromFormat(GetStringT("%s failed to synchronize codes.").c_str(),
player.name.c_str()));
m_dialog->AppendChat(StringFromFormat(
Common::GetStringT("%s failed to synchronize codes.").c_str(), player.name.c_str()));
m_dialog->OnGameStartAborted();
m_start_pending = false;
}