diff --git a/src/ProxyServer.cc b/src/ProxyServer.cc index f39416cb..9602d37d 100644 --- a/src/ProxyServer.cc +++ b/src/ProxyServer.cc @@ -693,8 +693,8 @@ void ProxyServer::LinkedSession::send_to_game_server(const char* error_message) const auto& port_name = version_to_port_name.at(static_cast( this->version)); - S_Reconnect_19 reconnect_cmd = { - 0, this->server->state->name_to_port_config.at(port_name)->port, 0}; + S_Reconnect_19 reconnect_cmd = {{ + 0, this->server->state->name_to_port_config.at(port_name)->port, 0}}; // If the client is on a virtual connection, we can use any address // here and they should be able to connect back to the game server. If diff --git a/src/SendCommands.cc b/src/SendCommands.cc index d3c55996..762f8c39 100644 --- a/src/SendCommands.cc +++ b/src/SendCommands.cc @@ -293,7 +293,7 @@ void send_function_call( void send_reconnect(shared_ptr c, uint32_t address, uint16_t port) { - S_Reconnect_19 cmd = {address, port, 0}; + S_Reconnect_19 cmd = {{address, port, 0}}; send_command_t(c, (c->version() == GameVersion::PATCH) ? 0x14 : 0x19, 0x00, cmd); }