From 1fb42f47b66523d9b31f6bcc5bbc20d95d01b719 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Thu, 20 Jan 2011 00:32:43 +1300 Subject: [PATCH] Remove redundant serverbrowser checks (these are now handled by the handshake process). --- .../Delegates/ServerBrowserDelegate.cs | 20 ------------------- 1 file changed, 20 deletions(-) diff --git a/OpenRA.Mods.RA/Widgets/Delegates/ServerBrowserDelegate.cs b/OpenRA.Mods.RA/Widgets/Delegates/ServerBrowserDelegate.cs index 720731a48d..8c7f14b61a 100644 --- a/OpenRA.Mods.RA/Widgets/Delegates/ServerBrowserDelegate.cs +++ b/OpenRA.Mods.RA/Widgets/Delegates/ServerBrowserDelegate.cs @@ -92,26 +92,6 @@ namespace OpenRA.Mods.RA.Widgets.Delegates if (currentServer == null) return false; - // Todo: Add an error dialog explaining why we aren't letting them join - // Or even better, reject them server side and display the error in the connection failed dialog. - - var serverMods = currentServer.Mods.Select(m => m.Split('@')[0]); - - // Don't bother joining a server with different mods... its only going to crash - if (serverMods.SymmetricDifference(Game.modData.Manifest.Mods).Any()) - { - System.Console.WriteLine("Player has different mods to server; not connecting to avoid crash"); - System.Console.WriteLine("FIX THIS BUG YOU NOOB!"); - return false; - } - - // Prevent user joining a full server - if (CurrentMap() != null && currentServer.Players >= CurrentMap().PlayerCount) - { - System.Console.WriteLine("Server is full; not connecting"); - return false; - } - Widget.CloseWindow(); Game.JoinServer(currentServer.Address.Split(':')[0], int.Parse(currentServer.Address.Split(':')[1])); return true;