Network cleanup.

Send the "client has rejoined" message after the synchronization
finished instead of right after the loading screen.
Patch by echotangoecho, refs #1949, #1950.

This was SVN commit r18203.
This commit is contained in:
elexis
2016-05-19 21:03:46 +00:00
parent 6f744aef88
commit 856dc1c999
5 changed files with 12 additions and 16 deletions
-8
View File
@@ -458,13 +458,6 @@ void SendNetworkReady(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int messag
g_NetClient->SendReadyMessage(message);
}
void SendNetworkRejoined(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
ENSURE(g_NetClient);
g_NetClient->SendRejoinedMessage();
}
JS::Value GetAIs(ScriptInterface::CxPrivate* pCxPrivate)
{
return ICmpAIManager::GetAIs(*(pCxPrivate->pScriptInterface));
@@ -1052,7 +1045,6 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
scriptInterface.RegisterFunction<void, &ClearAllPlayerReady>("ClearAllPlayerReady");
scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
scriptInterface.RegisterFunction<void, int, &SendNetworkReady>("SendNetworkReady");
scriptInterface.RegisterFunction<void, &SendNetworkRejoined>("SendNetworkRejoined");
scriptInterface.RegisterFunction<JS::Value, &GetAIs>("GetAIs");
scriptInterface.RegisterFunction<JS::Value, &GetEngineInfo>("GetEngineInfo");