Made connect-state handling in kmatrix flow even more failsafe
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20090215
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20090215
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main/network.c, main/noloss.c, main/noloss.h: Added list to keep trace of received PDATA packets so receiver won't interpret them several times
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main/network.c, main/noloss.c, main/noloss.h: Added list to keep trace of received PDATA packets so receiver won't interpret them several times
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main/kmatrix.c: Made connect-state handling in kmatrix flow even more failsafe
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20090209
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20090209
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@ -14,7 +15,6 @@ main/gameseq.c: When creating new player, make sure string is long enough for us
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main/multi.c, main/network.h, main/kmatrix.c, main/kmatrix.h: Fixed connect-state mess in order of kmatrix flow
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main/multi.c, main/network.h, main/kmatrix.c, main/kmatrix.h: Fixed connect-state mess in order of kmatrix flow
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main/menu.c: Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
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main/menu.c: Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
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20090206
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20090206
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INSTALL.txt, main/network.c, main/network.h, main/noloss.c: Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
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INSTALL.txt, main/network.c, main/network.h, main/noloss.c: Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
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@ -458,7 +458,7 @@ void kmatrix_view(int network)
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digi_kill_sound_linked_to_object (Players[i].objnum);
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digi_kill_sound_linked_to_object (Players[i].objnum);
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set_screen_mode( SCREEN_MENU );
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set_screen_mode( SCREEN_MENU );
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printf("%i\n",network);
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WaitingForOthers=0;
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WaitingForOthers=0;
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game_flush_inputs();
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game_flush_inputs();
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@ -575,7 +575,7 @@ printf("%i\n",network);
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}
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}
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// Important: Make sure we keep connected state CONNECT_KMATRIX_WAITING even if player exits kmatrix loop which will change to CONNECT_WAITING! If we don't get all palyer packets in sync and order this condition is very handy to keep all connections alive!
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// Important: Make sure we keep connected state CONNECT_KMATRIX_WAITING even if player exits kmatrix loop which will change to CONNECT_WAITING! If we don't get all palyer packets in sync and order this condition is very handy to keep all connections alive!
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if (oldstates[i]==CONNECT_KMATRIX_WAITING && (Players[i].connected!=0 || Players[i].connected!=CONNECT_KMATRIX_WAITING))
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if ((oldstates[i]==CONNECT_END_MENU || oldstates[i]==CONNECT_KMATRIX_WAITING) && (Players[i].connected!=0 || Players[i].connected!=CONNECT_END_MENU || Players[i].connected!=CONNECT_KMATRIX_WAITING))
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Players[i].connected=CONNECT_KMATRIX_WAITING;
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Players[i].connected=CONNECT_KMATRIX_WAITING;
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if (Players[i].connected!=oldstates[i])
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if (Players[i].connected!=oldstates[i])
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