- bugfixes for headless mode so player can switch slots but admin cannot start game if we have a net player in an unassigned network slot
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@ -940,6 +940,17 @@ void MenuStateConnectedGame::broadCastGameSettingsToMasterserver() {
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NetworkManager &networkManager= NetworkManager::getInstance();
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ClientInterface *clientInterface = networkManager.getClientInterface();
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for(int i = 0; i < mapInfo.players; ++i) {
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if(listBoxControls[i].getSelectedItemIndex() == ctNetworkUnassigned) {
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listBoxControls[i].setSelectedItemIndex(ctNetwork);
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}
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}
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for(int i = mapInfo.players; i < GameConstants::maxPlayers; ++i) {
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if(listBoxControls[i].getSelectedItemIndex() == ctNetwork) {
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listBoxControls[i].setSelectedItemIndex(ctNetworkUnassigned);
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}
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}
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GameSettings gameSettings = *clientInterface->getGameSettings();
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loadGameSettings(&gameSettings);
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@ -1005,6 +1016,7 @@ void MenuStateConnectedGame::mouseClickAdmin(int x, int y, MouseButton mouseButt
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loadMapInfo(Map::getMapPath(getCurrentMapFile(),"",false), &mapInfo, true);
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labelMapInfo.setText(mapInfo.desc);
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//updateControlers();
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//updateNetworkSlots();
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@ -1,4 +1,3 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2005 Marti<74>o Figueroa
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@ -1816,6 +1815,7 @@ void MenuStateCustomGame::update() {
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}
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if(this->masterserverMode == true && serverInterface->getMasterserverAdminRequestLaunch() == true) {
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serverInterface->setMasterserverAdminRequestLaunch(false);
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safeMutex.ReleaseLock();
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PlayNow(false);
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