@@ -396,6 +396,21 @@ void NetworkHandlePauseChange(PauseMode
/**
* 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
* @return number of active clients
@@ -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;
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);
DoCommandP(0, PM_PAUSED_ACTIVE_CLIENTS, 1, CMD_PAUSE);
} else {
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == 0) return;
* 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;
DoCommandP(0, PM_PAUSED_ACTIVE_CLIENTS, 0, CMD_PAUSE);
return false;
* Check whether we should pause on join
static void CheckPauseOnJoin()
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
/** Converts a string to ip/port/company
@@ -526,11 +564,6 @@ void NetworkCloseClient(NetworkClientSoc
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();
@@ -829,11 +829,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
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
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
if (_pause_mode & PM_PAUSED_JOIN) {
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
Status change: