mirror of https://github.com/OpenTTD/OpenTTD
Fix: Send Network Welcome Packet to admin port after game creation completed
parent
a5c2543efc
commit
a45bcfcd82
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@ -936,10 +936,13 @@ bool NetworkServerStart()
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/* if the server is dedicated ... add some other script */
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/* if the server is dedicated ... add some other script */
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if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
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if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
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return true;
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}
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void NetworkServerSendWelcome( void )
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{
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/* welcome possibly still connected admins - this can only happen on a dedicated server. */
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/* welcome possibly still connected admins - this can only happen on a dedicated server. */
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if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
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if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
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return true;
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}
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}
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/**
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/**
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@ -67,6 +67,7 @@ void NetworkServerSendConfigUpdate();
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void NetworkServerUpdateGameInfo();
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void NetworkServerUpdateGameInfo();
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void NetworkServerShowStatusToConsole();
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void NetworkServerShowStatusToConsole();
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bool NetworkServerStart();
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bool NetworkServerStart();
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void NetworkServerSendWelcome();
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void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
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void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
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bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name);
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bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name);
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@ -1200,6 +1200,10 @@ void SwitchToMode(SwitchMode new_mode)
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default: NOT_REACHED();
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default: NOT_REACHED();
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}
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}
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if (_is_network_server) {
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NetworkServerSendWelcome();
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}
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}
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}
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