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Fix: only query a manually added server if it isn't there yet
But always mark it as manually, no matter if it was there or not.
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@ -657,7 +657,7 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co
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* @param connection_string The IP:port of the server to add.
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* @return The entry on the game list.
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*/
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NetworkGameList *NetworkAddServer(const std::string &connection_string)
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NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually)
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{
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if (connection_string.empty()) return nullptr;
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@ -666,13 +666,14 @@ NetworkGameList *NetworkAddServer(const std::string &connection_string)
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if (item->info.server_name.empty()) {
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ClearGRFConfigList(&item->info.grfconfig);
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item->info.server_name = connection_string;
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item->manually = true;
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NetworkRebuildHostList();
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UpdateNetworkGameWindow();
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NetworkTCPQueryServer(connection_string);
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}
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NetworkTCPQueryServer(connection_string);
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if (manually) item->manually = true;
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return item;
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}
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@ -1202,7 +1203,7 @@ extern "C" {
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void CDECL em_openttd_add_server(const char *connection_string)
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{
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NetworkAddServer(connection_string);
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NetworkAddServer(connection_string, false);
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}
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}
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@ -90,7 +90,7 @@ extern CompanyMask _network_company_passworded;
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void NetworkTCPQueryServer(const std::string &connection_string, bool request_company_info = false);
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void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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struct NetworkGameList *NetworkAddServer(const std::string &connection_string);
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struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true);
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void NetworkRebuildHostList();
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void UpdateNetworkGameWindow();
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