(svn r18054) -Change/Fix [FS#3310]: make pause on join pause during the whole joining (including download) phase

This commit is contained in:
rubidium 2009-11-12 20:52:14 +00:00
parent 64ecceadda
commit b0f18a27fb
2 changed files with 50 additions and 25 deletions

View File

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

View File

@ -829,11 +829,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
}
}
if (_settings_client.network.pause_on_join) {
/* Now pause the game till the client is in sync */
DoCommandP(0, PM_PAUSED_JOIN, 1, CMD_PAUSE);
}
/* also update the new client with our max values */
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
@ -1022,10 +1017,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
if (_pause_mode & PM_PAUSED_JOIN) {
DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
}
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}