diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h --- a/src/network/core/tcp_game.h +++ b/src/network/core/tcp_game.h @@ -85,6 +85,7 @@ enum ClientStatus { STATUS_DONE_MAP, ///< The client has downloaded the map STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames STATUS_ACTIVE, ///< The client is active within in the game + STATUS_END ///< Must ALWAYS be on the end of this list!! (period) }; class NetworkClientSocket; diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1703,7 +1703,8 @@ void NetworkServerShowStatusToConsole() { static const char * const stat_str[] = { "inactive", - "authorizing", + "authorizing (server password)", + "authorizing (company password)", "authorized", "waiting", "loading map", @@ -1711,6 +1712,7 @@ void NetworkServerShowStatusToConsole() "ready", "active" }; + assert_compile(lengthof(stat_str) == STATUS_END); NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) {