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(svn r18048) -Change: make no distinction between unpausing because of a client aborting to join or actually joining

This commit is contained in:
rubidium
2009-11-12 17:27:24 +00:00
parent 485b5a9c2f
commit c08c10f329
45 changed files with 5 additions and 49 deletions

View File

@@ -488,7 +488,7 @@ void NetworkCloseClient(NetworkClientSocket *cs, bool error)
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && (_pause_mode & PM_PAUSED_JOIN)) {
DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT);
}
if (_network_server) {

View File

@@ -90,9 +90,8 @@ enum NetworkAction {
enum NetworkServerMessage {
NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS, ///< Game paused (not enough players)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS, ///< Game unpaused (enough players)
NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting client)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (client connected)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL, ///< Game unpaused (client failed to connect)
NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting clients)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (no connecting clients)
NETWORK_SERVER_MESSAGE_END
};