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authorrubidium <rubidium@openttd.org>2009-11-12 17:27:24 +0000
committerrubidium <rubidium@openttd.org>2009-11-12 17:27:24 +0000
commitc08c10f32928d81ef83a00f55119f1bc609b6a54 (patch)
treec30d0c6785e50c14a734e02131e959eff47cbf21 /src/network
parent485b5a9c2fc1840255a0fe2fe7a1dd3f4d0e0130 (diff)
downloadopenttd-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.cpp2
-rw-r--r--src/network/network_type.h5
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
};