headless servers have special game names

This commit is contained in:
Titus Tscharntke 2011-10-20 23:27:39 +00:00
parent 900f08e02f
commit a58451333e

View File

@ -390,8 +390,12 @@ MenuStateCustomGame::MenuStateCustomGame(Program *program, MainMenu *mainMenu,
labelGameName.init(110, networkHeadPos-2*labelOffset,100);
labelGameName.setFont(CoreData::getInstance().getMenuFontBig());
labelGameName.setFont3D(CoreData::getInstance().getMenuFontBig3D());
labelGameName.setText(defaultPlayerName+"'s game");
if(Window::getMasterserverMode() == false) {
labelGameName.setText(defaultPlayerName+"'s game");
}
else {
labelGameName.setText("headless("+defaultPlayerName+")");
}
// Network Frame Period
//labelNetworkFramePeriod.registerGraphicComponent(containerName,"labelNetworkFramePeriod");
//labelNetworkFramePeriod.init(xoffset+230, networkHeadPos, 80);
@ -2741,7 +2745,7 @@ void MenuStateCustomGame::loadGameSettings(GameSettings *gameSettings,bool force
}
//printf("this->masterserverMode = %d\n",this->masterserverMode);
bool masterserver_admin_found=false;
if(this->masterserverMode == true) {
time_t clientConnectedTime = 0;
@ -2762,14 +2766,20 @@ void MenuStateCustomGame::loadGameSettings(GameSettings *gameSettings,bool force
(serverInterface->getSlot(i)->getConnectedTime() > 0 && serverInterface->getSlot(i)->getConnectedTime() < clientConnectedTime)) {
clientConnectedTime = serverInterface->getSlot(i)->getConnectedTime();
gameSettings->setMasterserver_admin(serverInterface->getSlot(i)->getSessionKey());
labelGameName.setText(serverInterface->getSlot(i)->getName()+" controls");
//printf("slot = %d, admin key [%d] slot connected time[%lu] clientConnectedTime [%lu]\n",i,gameSettings->getMasterserver_admin(),serverInterface->getSlot(i)->getConnectedTime(),clientConnectedTime);
}
if(serverInterface->getSlot(i)->getSessionKey() == gameSettings->getMasterserver_admin()){
masterserver_admin_found=true;
}
}
}
}
}
if(!masterserver_admin_found)
{
labelGameName.setText("headless("+defaultPlayerName+")");
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}