mirror of https://github.com/OpenTTD/OpenTTD
(svn r4268) - Delete the network-copy of the Patches struct as it is not needed anymore. All relevant patch-settings that are changed by a network-game are those that are saved with a savegame, so these are not affected for loaded games (since Patches are saved with them). Also there is a distinction between in-game patch settings and default patch settings and this is not affected in MP. Thus this temp copy can be removed.
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7d232cf978
commit
4e743232de
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network.c
10
network.c
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@ -40,10 +40,6 @@ struct Library *SocketBase = NULL;
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// The listen socket for the server
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static SOCKET _listensocket;
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// Network copy of patches, so the patches of a client are not fucked up
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// after he joined a server
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static Patches network_tmp_patches;
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// The amount of clients connected
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static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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@ -651,8 +647,6 @@ static bool NetworkConnect(const char *hostname, int port)
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ShowJoinStatusWindow();
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memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
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return true;
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}
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@ -1087,10 +1081,6 @@ void NetworkDisconnect(void)
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free(p);
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}
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if (_networking && !_network_server) {
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memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
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}
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_networking = false;
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_network_server = false;
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}
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