(svn r3500) - Workaround the inaccurate count of spectators/companies that can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.

This commit is contained in:
Darkvater
2006-01-31 22:16:15 +00:00
parent 9d07426a29
commit f2448ebfd4
8 changed files with 40 additions and 40 deletions

View File

@@ -103,6 +103,18 @@ void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSta
snprintf(client_name, size, "%s", ci->client_name);
}
byte NetworkSpectatorCount(void)
{
const NetworkClientState *cs;
byte count = 0;
FOR_ALL_CLIENTS(cs) {
if (DEREF_CLIENT_INFO(cs)->client_playas == OWNER_SPECTATOR) count++;
}
return count;
}
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
@@ -554,11 +566,7 @@ void NetworkCloseClient(NetworkClientState *cs)
if (_network_server) {
// We just lost one client :(
if (cs->status > STATUS_INACTIVE) {
_network_game_info.clients_on--;
if (DEREF_CLIENT_INFO(cs)->client_playas == OWNER_SPECTATOR)
_network_game_info.spectators_on--;
}
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {