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-rw-r--r--src/net_server.c57
1 files changed, 40 insertions, 17 deletions
diff --git a/src/net_server.c b/src/net_server.c
index ff91c71f..8cecf920 100644
--- a/src/net_server.c
+++ b/src/net_server.c
@@ -903,6 +903,16 @@ static boolean AllNodesReady(void)
return true;
}
+// Check if the game should start, and if so, start it.
+
+static void CheckStartGame(void)
+{
+ if (AllNodesReady())
+ {
+ StartGame();
+ }
+}
+
// Send waiting data with current status to all nodes that are ready to
// start the game.
@@ -953,12 +963,7 @@ static void NET_SV_ParseGameStart(net_packet_t *packet, net_client_t *client)
client->ready = true;
- // Start the game once all clients are ready.
-
- if (AllNodesReady())
- {
- StartGame();
- }
+ CheckStartGame();
// Update all ready clients with the current state (number of players
// ready, etc.). This is used by games that show startup progress
@@ -1664,9 +1669,19 @@ static void NET_SV_RunClient(net_client_t *client)
if (client->connection.state == NET_CONN_STATE_DISCONNECTED)
{
- // deactivate and free back
-
client->active = false;
+
+ // If we were about to start a game, any player disconnecting
+ // should cause an abort.
+
+ if (server_state == SERVER_WAITING_START && !client->drone)
+ {
+ NET_SV_BroadcastMessage("Game startup aborted because "
+ "player '%s' disconnected.",
+ client->name);
+ NET_SV_GameEnded();
+ }
+
free(client->name);
NET_FreeAddress(client->addr);
@@ -1680,7 +1695,7 @@ static void NET_SV_RunClient(net_client_t *client)
NET_SV_GameEnded();
}
}
-
+
if (!ClientConnected(client))
{
// client has not yet finished connecting
@@ -1753,7 +1768,6 @@ static void UpdateMasterServer(void)
if (now - master_resolve_time > MASTER_RESOLVE_PERIOD * 1000)
{
net_addr_t *new_addr;
- printf("Re-resolve master server\n");
new_addr = NET_Query_ResolveMaster(server_context);
@@ -1841,17 +1855,26 @@ void NET_SV_Run(void)
}
}
- if (server_state == SERVER_IN_GAME)
+ switch (server_state)
{
- NET_SV_AdvanceWindow();
+ case SERVER_WAITING_LAUNCH:
+ break;
- for (i=0; i<NET_MAXPLAYERS; ++i)
- {
- if (sv_players[i] != NULL && ClientConnected(sv_players[i]))
+ case SERVER_WAITING_START:
+ CheckStartGame();
+ break;
+
+ case SERVER_IN_GAME:
+ NET_SV_AdvanceWindow();
+
+ for (i = 0; i < NET_MAXPLAYERS; ++i)
{
- NET_SV_CheckResends(sv_players[i]);
+ if (sv_players[i] != NULL && ClientConnected(sv_players[i]))
+ {
+ NET_SV_CheckResends(sv_players[i]);
+ }
}
- }
+ break;
}
}