File diff r25976:4cb7d4539ceb → r25977:e1f4fbb88a36
src/network/network_server.cpp
Show inline comments
 
@@ -278,13 +278,13 @@ NetworkRecvStatus ServerNetworkGameSocke
 
		this->savegame = nullptr;
 

	
 
		this->CheckNextClientToSendMap(this);
 
	}
 

	
 
	NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
 
	Debug(net, 3, "Closed client connection {}", this->client_id);
 
	Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
 

	
 
	/* We just lost one client :( */
 
	if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
 
	extern byte _network_clients_connected;
 
	_network_clients_connected--;
 

	
 
@@ -945,12 +945,14 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
 
		std::string client_name = this->GetClientName();
 

	
 
		NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
 
		InvalidateWindowData(WC_CLIENT_LIST, 0);
 

	
 
		Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
 

	
 
		/* Mark the client as pre-active, and wait for an ACK
 
		 *  so we know it is done loading and in sync with us */
 
		this->status = STATUS_PRE_ACTIVE;
 
		NetworkHandleCommandQueue(this);
 
		this->SendFrame();
 
		this->SendSync();