- only allow client to chat after they authenticated with server

This commit is contained in:
Mark Vejvoda 2012-09-19 22:16:22 +00:00
parent 6e0d67d6e4
commit 6b55818ce5

View File

@ -2787,7 +2787,13 @@ void MenuStateConnectedGame::keyDown(SDL_KeyboardEvent key) {
}
else {
//send key to the chat manager
chatManager.keyDown(key);
NetworkManager &networkManager= NetworkManager::getInstance();
ClientInterface *clientInterface = networkManager.getClientInterface();
if(clientInterface != NULL &&
clientInterface->isConnected() == true &&
clientInterface->getIntroDone() == true) {
chatManager.keyDown(key);
}
if(chatManager.getEditEnabled() == false) {
Config &configKeys = Config::getInstance(std::pair<ConfigType,ConfigType>(cfgMainKeys,cfgUserKeys));
@ -2874,13 +2880,25 @@ void MenuStateConnectedGame::keyPress(SDL_KeyboardEvent c) {
}
}
else {
chatManager.keyPress(c);
NetworkManager &networkManager= NetworkManager::getInstance();
ClientInterface *clientInterface = networkManager.getClientInterface();
if(clientInterface != NULL &&
clientInterface->isConnected() == true &&
clientInterface->getIntroDone() == true) {
chatManager.keyPress(c);
}
}
}
void MenuStateConnectedGame::keyUp(SDL_KeyboardEvent key) {
if(activeInputLabel==NULL) {
chatManager.keyUp(key);
NetworkManager &networkManager= NetworkManager::getInstance();
ClientInterface *clientInterface = networkManager.getClientInterface();
if(clientInterface != NULL &&
clientInterface->isConnected() == true &&
clientInterface->getIntroDone() == true) {
chatManager.keyUp(key);
}
Config &configKeys = Config::getInstance(std::pair<ConfigType,ConfigType>(cfgMainKeys,cfgUserKeys));