forked from mirror/OpenTTD
(svn r2291) - Fix (regression): When a client joined it changed the server-player's name. Funny effect; but not desired. Thanks for pointing it out Tron. It needed a bit of hacking, but is not less of a hack than the one used before :)
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16
players.c
16
players.c
@@ -672,12 +672,22 @@ int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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NetworkUpdateClientInfo(ci->client_index);
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if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
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PlayerID player_backup = _local_player;
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_network_player_info[p->index].months_empty = 0;
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/* XXX - When a client joins, we automatically set it's name to the player's
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* name (for some reason). As it stands now only the server knows the client's
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* name, so it needs to send out a "broadcast" to do this. To achieve this we send
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* a network command. However, it uses _local_player to execute the command as.
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* To prevent abuse (eg. only yourself can change your name/company), we 'cheat'
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* by impersonation _local_player as the server. Not the best solution; but it
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* works.
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* TODO: Perhaps this could be improved by when the client is ready with joining
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* to let it send itself the command, and not the server? For example in network_client.c:534? */
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memcpy(_decode_parameters, ci->client_name, 32);
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/* XXX - What are the consequents of this? It is needed, but is it bad? */
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_docommand_recursive = 0;
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DoCommandP(0, ci->client_playas-1, 0, NULL, CMD_CHANGE_PRESIDENT_NAME | CMD_MSG(STR_700D_CAN_T_CHANGE_PRESIDENT));
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_local_player = ci->client_playas - 1;
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NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
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_local_player = player_backup;
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}
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}
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} else {
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