- when masterserver game is over go right back to custom game lobby
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@ -2077,6 +2077,10 @@ Stats Game::quitGame() {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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endStats = *(world.getStats());
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NetworkManager &networkManager= NetworkManager::getInstance();
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if(networkManager.getNetworkRole() == nrServer && gameSettings.getMasterserver_admin() != -1) {
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endStats.setIsMasterserverMode(true);
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}
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -78,6 +78,7 @@ private:
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time_t timePlayed;
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int maxConcurrentUnitCount;
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int totalEndGameConcurrentUnitCount;
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bool isMasterserverMode;
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public:
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@ -91,6 +92,7 @@ public:
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framesToCalculatePlaytime = 0;
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maxConcurrentUnitCount = 0;
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totalEndGameConcurrentUnitCount = 0;
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isMasterserverMode = false;
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}
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void init(int factionCount, int thisFactionIndex, const string &description);
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@ -119,6 +121,9 @@ public:
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string getPlayerName(int factionIndex) const {return playerStats[factionIndex].playerName;}
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Vec3f getPlayerColor(int factionIndex) const { return playerStats[factionIndex].playerColor;}
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bool getIsMasterserverMode() const { return isMasterserverMode; }
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void setIsMasterserverMode(bool value) { isMasterserverMode = value; }
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void setDescription(const string& description) {this->description = description;}
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void setWorldTimeElapsed(float value) {this->worldTimeElapsed = value;}
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void setFramesPlayed(int value) {this->framesPlayed = value; }
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@ -76,6 +76,13 @@ void BattleEnd::update() {
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AutoTest::getInstance().updateBattleEnd(program);
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}
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mouse2d= (mouse2d+1) % Renderer::maxMouse2dAnim;
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if(this->stats.getIsMasterserverMode() == true) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//program->setState(new MainMenu(program));
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program->initServer(program->getWindow(),false,true,true);
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return;
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}
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}
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void BattleEnd::render() {
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