forked from mirror/OpenTTD
(svn r6814) -Codechange: For network games ci->client_playas was always p->index + 1. To
correctly handle this ci->client_playas - 1 was used all over the code making it pretty confusing at times. Use proper one-on-one values now. Special handling is only needed for user-output to not to confuse users.
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14
network.c
14
network.c
@@ -294,7 +294,7 @@ static uint NetworkCountPlayers(void)
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FOR_ALL_CLIENTS(cs) {
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NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS) count++;
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if (IsValidPlayer(ci->client_playas)) count++;
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}
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return count;
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@@ -575,6 +575,7 @@ static NetworkClientState *NetworkAllocClient(SOCKET s)
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cs->index = _network_client_index++;
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ci->client_index = cs->index;
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ci->client_playas = PLAYER_INACTIVE_CLIENT;
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ci->join_date = _date;
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InvalidateWindow(WC_CLIENT_LIST, 0);
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@@ -1034,11 +1035,8 @@ static void NetworkInitGameInfo(void)
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memset(ci, 0, sizeof(*ci));
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ci->client_index = NETWORK_SERVER_INDEX;
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if (_network_dedicated) {
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ci->client_playas = PLAYER_SPECTATOR;
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} else {
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ci->client_playas = _local_player + 1;
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}
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ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
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ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
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ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
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}
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@@ -1067,8 +1065,8 @@ bool NetworkServerStart(void)
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_last_sync_frame = 0;
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_network_own_client_index = NETWORK_SERVER_INDEX;
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if (!_network_dedicated)
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_network_playas = 1;
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/* Non-dedicated server will always be player #1 */
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if (!_network_dedicated) _network_playas = 0;
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_network_clients_connected = 0;
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