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-rw-r--r--src/network/network_server.cpp59
-rw-r--r--src/network/network_server.h2
2 files changed, 40 insertions, 21 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 9a0c6a3bb..bef5a5350 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -281,6 +281,16 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
}
}
+ /* If we were transfering a map to this client, stop the savegame creation
+ * process and queue the next client to receive the map. */
+ if (this->status == STATUS_MAP) {
+ /* Ensure the saving of the game is stopped too. */
+ this->savegame->Destroy();
+ this->savegame = nullptr;
+
+ this->CheckNextClientToSendMap(this);
+ }
+
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
DEBUG(net, 1, "Closed client connection %d", this->client_id);
@@ -565,6 +575,33 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
return NETWORK_RECV_STATUS_OKAY;
}
+void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
+{
+ /* Find the best candidate for joining, i.e. the first joiner. */
+ NetworkClientSocket *best = nullptr;
+ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
+ if (ignore_cs == new_cs) continue;
+
+ if (new_cs->status == STATUS_MAP_WAIT) {
+ if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
+ best = new_cs;
+ }
+ }
+ }
+
+ /* Is there someone else to join? */
+ if (best != nullptr) {
+ /* Let the first start joining. */
+ best->status = STATUS_AUTHORIZED;
+ best->SendMap();
+
+ /* And update the rest. */
+ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
+ if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
+ }
+ }
+}
+
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
@@ -620,27 +657,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
- /* Find the best candidate for joining, i.e. the first joiner. */
- NetworkClientSocket *best = nullptr;
- for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
- if (new_cs->status == STATUS_MAP_WAIT) {
- if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
- best = new_cs;
- }
- }
- }
-
- /* Is there someone else to join? */
- if (best != nullptr) {
- /* Let the first start joining. */
- best->status = STATUS_AUTHORIZED;
- best->SendMap();
-
- /* And update the rest. */
- for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
- if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
- }
- }
+ this->CheckNextClientToSendMap();
}
switch (this->SendPackets()) {
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 3dfcf5594..4e099a7fa 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -80,6 +80,8 @@ public:
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void GetClientName(char *client_name, const char *last) const;
+ void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);
+
NetworkRecvStatus SendMap();
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
NetworkRecvStatus SendQuit(ClientID client_id);