diff options
author | rubidium <rubidium@openttd.org> | 2009-11-12 17:27:24 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-11-12 17:27:24 +0000 |
commit | c08c10f32928d81ef83a00f55119f1bc609b6a54 (patch) | |
tree | c30d0c6785e50c14a734e02131e959eff47cbf21 /src/network | |
parent | 485b5a9c2fc1840255a0fe2fe7a1dd3f4d0e0130 (diff) | |
download | openttd-c08c10f32928d81ef83a00f55119f1bc609b6a54.tar.xz |
(svn r18048) -Change: make no distinction between unpausing because of a client aborting to join or actually joining
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/network.cpp | 2 | ||||
-rw-r--r-- | src/network/network_type.h | 5 |
2 files changed, 3 insertions, 4 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 46cf1a4bb..d2af1f24a 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -488,7 +488,7 @@ void NetworkCloseClient(NetworkClientSocket *cs, bool error) /* 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); - NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL); + NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT); } if (_network_server) { diff --git a/src/network/network_type.h b/src/network/network_type.h index 512eebb1e..0daaca0e0 100644 --- a/src/network/network_type.h +++ b/src/network/network_type.h @@ -90,9 +90,8 @@ enum NetworkAction { enum NetworkServerMessage { NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS, ///< Game paused (not enough players) NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS, ///< Game unpaused (enough players) - NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting client) - NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (client connected) - NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL, ///< Game unpaused (client failed to connect) + NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting clients) + NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (no connecting clients) NETWORK_SERVER_MESSAGE_END }; |