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-rw-r--r--src/console_cmds.cpp3
-rw-r--r--src/network/network_client.cpp9
-rw-r--r--src/network/network_client.h2
3 files changed, 13 insertions, 1 deletions
diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp
index a8e4c3eb8..7cd18bd6e 100644
--- a/src/console_cmds.cpp
+++ b/src/console_cmds.cpp
@@ -19,6 +19,7 @@
#include "network/network_func.h"
#include "network/network_base.h"
#include "network/network_admin.h"
+#include "network/network_client.h"
#include "command_func.h"
#include "settings_func.h"
#include "fios.h"
@@ -90,7 +91,7 @@ DEF_CONSOLE_HOOK(ConHookNeedNetwork)
{
if (!NetworkAvailable(echo)) return CHR_DISALLOW;
- if (!_networking) {
+ if (!_networking || (!_network_server && !MyClient::IsConnected())) {
if (echo) IConsoleError("Not connected. This command is only available in multiplayer.");
return CHR_DISALLOW;
}
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 2d75353df..9bf8ec0b4 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -463,6 +463,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
return NETWORK_RECV_STATUS_OKAY;
}
+/**
+ * Check whether the client is actually connected (and in the game).
+ * @return True when the client is connected.
+ */
+bool ClientNetworkGameSocketHandler::IsConnected()
+{
+ return my_client != NULL && my_client->status == STATUS_ACTIVE;
+}
+
/***********
* Receiving functions
diff --git a/src/network/network_client.h b/src/network/network_client.h
index 096544156..c1ded6035 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -100,6 +100,8 @@ public:
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
+ static bool IsConnected();
+
static void Send();
static bool Receive();
static bool GameLoop();