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-rw-r--r--src/network/core/tcp_game.h1
-rw-r--r--src/network/network_server.cpp4
2 files changed, 4 insertions, 1 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 9fefc3667..5fb58aa65 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -85,6 +85,7 @@ enum ClientStatus {
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is active within in the game
+ STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
};
class NetworkClientSocket;
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index b717395a7..bdb7642bf 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -1703,7 +1703,8 @@ void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
"inactive",
- "authorizing",
+ "authorizing (server password)",
+ "authorizing (company password)",
"authorized",
"waiting",
"loading map",
@@ -1711,6 +1712,7 @@ void NetworkServerShowStatusToConsole()
"ready",
"active"
};
+ assert_compile(lengthof(stat_str) == STATUS_END);
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {