NetPlayClient: Make is_connected private

This is only queried, there's no need to expose it for writing.
Even if it was written to, a data member shouldn't be part of
your public API unless its part of a dumb object or trivial struct.
This commit is contained in:
Lioncash
2016-01-24 21:52:02 -05:00
parent d9f87b8030
commit 102672a797
3 changed files with 7 additions and 7 deletions

View File

@ -291,7 +291,7 @@ void NetPlaySetupFrame::MakeNetPlayDiag(int port, const std::string &game, bool
GetTraversalServer(netplay_section, &centralServer);
netplay_client = new NetPlayClient(ip, (u16)port, npd, WxStrToStr(m_nickname_text->GetValue()), trav, centralServer, (u16) centralPort);
if (netplay_client->is_connected)
if (netplay_client->IsConnected())
{
npd->Show();
Destroy();