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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.
This commit is contained in:
elexis
2017-04-09 22:59:04 +00:00
parent 2f02fb4535
commit af4466bc99
3 changed files with 2 additions and 14 deletions
+2 -10
View File
@@ -765,13 +765,6 @@ void CNetServerWorker::RemovePlayer(const CStr& guid)
SendPlayerAssignments();
}
void CNetServerWorker::SetPlayerReady(const CStr& guid, const int ready)
{
m_PlayerAssignments[guid].m_Status = ready;
SendPlayerAssignments();
}
void CNetServerWorker::ClearAllPlayerReady()
{
for (std::pair<const CStr, PlayerAssignment>& p : m_PlayerAssignments)
@@ -1111,11 +1104,10 @@ bool CNetServerWorker::OnReady(void* context, CFsmEvent* event)
CNetServerWorker& server = session->GetServer();
CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message, { NSS_PREGAME });
server.SetPlayerReady(message->m_GUID, message->m_Status);
server.m_PlayerAssignments[message->m_GUID].m_Status = message->m_Status;
return true;
}