forked from mirrors/0ad
Update ready state immediately when receiving the message.
Differential Revision: https://code.wildfiregames.com/D304 Reviewed By: Vladislav Refs #2447 This was SVN commit r19396.
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@@ -765,13 +765,6 @@ void CNetServerWorker::RemovePlayer(const CStr& guid)
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SendPlayerAssignments();
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}
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void CNetServerWorker::SetPlayerReady(const CStr& guid, const int ready)
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{
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m_PlayerAssignments[guid].m_Status = ready;
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SendPlayerAssignments();
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}
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void CNetServerWorker::ClearAllPlayerReady()
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{
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for (std::pair<const CStr, PlayerAssignment>& p : m_PlayerAssignments)
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@@ -1111,11 +1104,10 @@ bool CNetServerWorker::OnReady(void* context, CFsmEvent* event)
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CNetServerWorker& server = session->GetServer();
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CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
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message->m_GUID = session->GetGUID();
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server.Broadcast(message, { NSS_PREGAME });
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server.SetPlayerReady(message->m_GUID, message->m_Status);
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server.m_PlayerAssignments[message->m_GUID].m_Status = message->m_Status;
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return true;
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}
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