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(svn r18048) -Change: make no distinction between unpausing because of a client aborting to join or actually joining
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@@ -488,7 +488,7 @@ void NetworkCloseClient(NetworkClientSocket *cs, bool error)
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/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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if (cs->status == STATUS_PRE_ACTIVE && (_pause_mode & PM_PAUSED_JOIN)) {
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DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
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NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
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NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT);
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}
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if (_network_server) {
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@@ -90,9 +90,8 @@ enum NetworkAction {
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enum NetworkServerMessage {
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NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS, ///< Game paused (not enough players)
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NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS, ///< Game unpaused (enough players)
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NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting client)
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NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (client connected)
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NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL, ///< Game unpaused (client failed to connect)
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NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting clients)
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NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (no connecting clients)
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NETWORK_SERVER_MESSAGE_END
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};
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