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authorPatric Stout <truebrain@openttd.org>2021-05-11 12:26:16 +0200
committerGitHub <noreply@github.com>2021-05-11 12:26:16 +0200
commit36e22f3a7bc0f86c650a293e2f624ac5ddfffa84 (patch)
tree156871620c6199f7c7411288ccf0bfab4e7957f6 /src/network/core/tcp_game.cpp
parent2e429ee4853fb4baf78c864be6ba462bd5758096 (diff)
downloadopenttd-36e22f3a7bc0f86c650a293e2f624ac5ddfffa84.tar.xz
Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone" with "client lost connection, handle this". Split up those two signals: - CLIENT_QUIT means we told everyone and the connection is now dead - CONNECTION_LIST means we should tell everyone we lost a client
Diffstat (limited to 'src/network/core/tcp_game.cpp')
-rw-r--r--src/network/core/tcp_game.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
index eb53db5ac..771ea37b1 100644
--- a/src/network/core/tcp_game.cpp
+++ b/src/network/core/tcp_game.cpp
@@ -48,10 +48,10 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
- return NETWORK_RECV_STATUS_CONN_LOST;
+ return NETWORK_RECV_STATUS_CLIENT_QUIT;
}
- return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
+ return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
}