when updating game info also check for player connected status in case we send to everyone
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20120516
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20120516
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--------
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--------
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main/game.c: In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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main/game.c: In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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main/net_udp.c: when updating game info also check for player connected status in case we send to everyone
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20120515
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20120515
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--------
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--------
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@ -2312,6 +2312,8 @@ void net_udp_send_netgame_update()
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for (i=1; i<N_players; i++ )
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for (i=1; i<N_players; i++ )
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{
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{
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if (Players[i].connected == CONNECT_DISCONNECTED)
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continue;
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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}
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}
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net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE);
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net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE);
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@ -3478,6 +3480,8 @@ int net_udp_send_sync(void)
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Netgame.numplayers = 0;
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Netgame.numplayers = 0;
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for (i=1; i<N_players; i++)
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for (i=1; i<N_players; i++)
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{
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{
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if (Players[i].connected == CONNECT_DISCONNECTED)
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continue;
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net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
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net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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}
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}
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@ -3657,6 +3661,8 @@ abort:
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// Tell everyone we're bailing
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// Tell everyone we're bailing
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Netgame.numplayers = 0;
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Netgame.numplayers = 0;
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for (i=1; i<save_nplayers; i++) {
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for (i=1; i<save_nplayers; i++) {
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if (Players[i].connected == CONNECT_DISCONNECTED)
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continue;
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net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
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net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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}
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}
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@ -4021,6 +4027,8 @@ void net_udp_leave_game()
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N_players=0;
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N_players=0;
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for (i=1; i<nsave; i++ )
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for (i=1; i<nsave; i++ )
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{
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{
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if (Players[i].connected == CONNECT_DISCONNECTED)
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continue;
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
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}
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}
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net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE);
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net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE);
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