updated to set game stats before exit game check

This commit is contained in:
Mark Vejvoda 2013-10-31 04:43:25 +00:00
parent 152bbd9bb0
commit 77b9cbfb1d
1 changed files with 12 additions and 5 deletions

View File

@ -1762,6 +1762,16 @@ void Game::update() {
// a) Updates non dependent on speed
// set game stats for host
NetworkManager &networkManager = NetworkManager::getInstance();
NetworkRole role = networkManager.getNetworkRole();
if(role == nrServer) {
ServerInterface *server = NetworkManager::getInstance().getServerInterface(false);
if(server != NULL) {
server->setGameStats(world.getStats());
}
}
bool pendingQuitError = (quitPendingIndicator == true ||
(NetworkManager::getInstance().getGameNetworkInterface() != NULL &&
NetworkManager::getInstance().getGameNetworkInterface()->getQuit()));
@ -1821,10 +1831,10 @@ void Game::update() {
//updateLoops = 80;
}
NetworkManager &networkManager= NetworkManager::getInstance();
//NetworkManager &networkManager= NetworkManager::getInstance();
bool enableServerControlledAI = this->gameSettings.getEnableServerControlledAI();
//bool isNetworkGame = this->gameSettings.isNetworkGame();
NetworkRole role = networkManager.getNetworkRole();
//NetworkRole role = networkManager.getNetworkRole();
if(role == nrClient && updateLoops == 1 && world.getFrameCount() >= (gameSettings.getNetworkFramePeriod() * 2) ) {
ClientInterface *clientInterface = dynamic_cast<ClientInterface *>(networkManager.getClientInterface());
@ -2282,9 +2292,6 @@ void Game::update() {
// START - Handle joining in progress games
if(role == nrServer) {
ServerInterface *server = NetworkManager::getInstance().getServerInterface();
server->setGameStats(world.getStats());
if(server->getPauseForInGameConnection() == true) {
bool clientNeedsGameSetup = false;