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(svn r18054) -Change/Fix [FS#3310]: make pause on join pause during the whole joining (including download) phase
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@ -395,6 +395,21 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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}
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/**
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* Helper function for the pause checkers. If pause is true and the
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* current pause mode isn't set the game will be paused, if it it false
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* and the pause mode is set the game will be unpaused. In the other
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* cases nothing happens to the pause state.
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* @param pause whether we'd like to pause
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* @param pm the mode which we would like to pause with
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*/
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static void CheckPauseHelper(bool pause, PauseMode pm)
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{
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if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
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DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
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}
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/**
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* Counts the number of active clients connected.
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* It has to be in STATUS_ACTIVE and not a spectator
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@ -414,20 +429,43 @@ static uint NetworkCountActiveClients()
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return count;
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}
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/* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
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/**
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* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
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*/
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static void CheckMinActiveClients()
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{
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if (!_network_dedicated || _settings_client.network.min_active_clients == 0 || (_pause_mode & PM_PAUSED_ERROR) != 0) return;
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if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
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if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != 0) return;
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DoCommandP(0, PM_PAUSED_ACTIVE_CLIENTS, 1, CMD_PAUSE);
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} else {
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if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == 0) return;
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DoCommandP(0, PM_PAUSED_ACTIVE_CLIENTS, 0, CMD_PAUSE);
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if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
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!_network_dedicated ||
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(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
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return;
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}
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CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
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}
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/**
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* Checks whether there is a joining client
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* @return true iff one client is joining (but not authorizing)
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*/
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static bool NetworkHasJoiningClient()
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{
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const NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true;
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}
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return false;
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}
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/**
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* Check whether we should pause on join
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*/
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static void CheckPauseOnJoin()
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{
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if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
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(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
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return;
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}
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CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
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}
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/** Converts a string to ip/port/company
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@ -526,11 +564,6 @@ void NetworkCloseClient(NetworkClientSocket *cs, bool error)
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DEBUG(net, 1, "Closed client connection %d", cs->client_id);
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/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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if (cs->status == STATUS_PRE_ACTIVE && (_pause_mode & PM_PAUSED_JOIN)) {
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DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
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}
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if (_network_server) {
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/* We just lost one client :( */
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if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
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@ -1070,6 +1103,7 @@ void NetworkGameLoop()
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/* Only check for active clients just before we're going to send out
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* the commands so we don't send multiple pause/unpause commands when
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* the frame_freq is more than 1 tick. */
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CheckPauseOnJoin();
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CheckMinActiveClients();
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}
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@ -829,11 +829,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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}
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}
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if (_settings_client.network.pause_on_join) {
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/* Now pause the game till the client is in sync */
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DoCommandP(0, PM_PAUSED_JOIN, 1, CMD_PAUSE);
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}
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/* also update the new client with our max values */
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SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
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@ -1022,10 +1017,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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/* Now he is! Unpause the game */
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cs->status = STATUS_ACTIVE;
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if (_pause_mode & PM_PAUSED_JOIN) {
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DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
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}
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/* Execute script for, e.g. MOTD */
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IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
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}
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