- bugfix for in game joining
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@ -54,6 +54,7 @@ ServerInterface::ServerInterface(bool publishEnabled) :GameNetworkInterface() {
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allowInGameConnections = false;
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pauseForInGameConnection = false;
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unPauseForInGameConnection = false;
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gameStarted = false;
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serverSynchAccessor = new Mutex();
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switchSetupRequestsSynchAccessor = new Mutex();
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@ -2256,13 +2257,15 @@ bool ServerInterface::launchGame(const GameSettings *gameSettings) {
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ftpServer = NULL;
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}
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}
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gameStarted = true;
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}
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if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
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return bOkToStart;
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}
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void ServerInterface::checkListenerSlots() {
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if(allowInGameConnections == true) {
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if(gameStarted == true && allowInGameConnections == true) {
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets","true");
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if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
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@ -102,6 +102,7 @@ private:
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bool pauseForInGameConnection;
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bool startInGameConnectionLaunch;
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bool unPauseForInGameConnection;
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bool gameStarted;
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public:
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ServerInterface(bool publishEnabled);
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