diff options
Diffstat (limited to 'players.c')
-rw-r--r-- | players.c | 16 |
1 files changed, 13 insertions, 3 deletions
@@ -672,12 +672,22 @@ int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2) NetworkUpdateClientInfo(ci->client_index); if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) { + PlayerID player_backup = _local_player; _network_player_info[p->index].months_empty = 0; + /* XXX - When a client joins, we automatically set it's name to the player's + * name (for some reason). As it stands now only the server knows the client's + * name, so it needs to send out a "broadcast" to do this. To achieve this we send + * a network command. However, it uses _local_player to execute the command as. + * To prevent abuse (eg. only yourself can change your name/company), we 'cheat' + * by impersonation _local_player as the server. Not the best solution; but it + * works. + * TODO: Perhaps this could be improved by when the client is ready with joining + * to let it send itself the command, and not the server? For example in network_client.c:534? */ memcpy(_decode_parameters, ci->client_name, 32); - /* XXX - What are the consequents of this? It is needed, but is it bad? */ - _docommand_recursive = 0; - DoCommandP(0, ci->client_playas-1, 0, NULL, CMD_CHANGE_PRESIDENT_NAME | CMD_MSG(STR_700D_CAN_T_CHANGE_PRESIDENT)); + _local_player = ci->client_playas - 1; + NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL); + _local_player = player_backup; } } } else { |