- avoid double joining a game in progress

This commit is contained in:
Mark Vejvoda 2013-03-01 15:56:00 +00:00
parent b6cefa3388
commit c6e3fd1156

View File

@ -1871,23 +1871,24 @@ void MenuStateConnectedGame::PlayNow(bool saveGame) {
//printf("Tell server we want to join!\n");
//if(readyToJoinInProgressGame == true) {
if(clientInterface->getJoinGameInProgress() == true) {
Lang &lang= Lang::getInstance();
const vector<string> languageList = clientInterface->getGameSettings()->getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
char szMsg[8096]="";
if(lang.hasString("JoinPlayerToCurrentGameLaunch",languageList[i]) == true) {
snprintf(szMsg,8096,lang.get("JoinPlayerToCurrentGameLaunch",languageList[i]).c_str(),getHumanPlayerName().c_str());
if(readyToJoinInProgressGame == false) {
Lang &lang= Lang::getInstance();
const vector<string> languageList = clientInterface->getGameSettings()->getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
char szMsg[8096]="";
if(lang.hasString("JoinPlayerToCurrentGameLaunch",languageList[i]) == true) {
snprintf(szMsg,8096,lang.get("JoinPlayerToCurrentGameLaunch",languageList[i]).c_str(),getHumanPlayerName().c_str());
}
else {
snprintf(szMsg,8096,"Player: %s is about to join the game, please wait...",getHumanPlayerName().c_str());
}
bool localEcho = lang.isLanguageLocal(languageList[i]);
clientInterface->sendTextMessage(szMsg,-1, localEcho,languageList[i]);
}
else {
snprintf(szMsg,8096,"Player: %s is about to join the game, please wait...",getHumanPlayerName().c_str());
}
bool localEcho = lang.isLanguageLocal(languageList[i]);
clientInterface->sendTextMessage(szMsg,-1, localEcho,languageList[i]);
}
clientInterface->broadcastGameStart(&gameSettings);
clientInterface->broadcastGameStart(&gameSettings);
}
return;
}
else {