Remove redundant serverbrowser checks (these are now handled by the handshake process).
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@@ -92,26 +92,6 @@ namespace OpenRA.Mods.RA.Widgets.Delegates
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if (currentServer == null)
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if (currentServer == null)
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return false;
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return false;
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// Todo: Add an error dialog explaining why we aren't letting them join
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// Or even better, reject them server side and display the error in the connection failed dialog.
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var serverMods = currentServer.Mods.Select(m => m.Split('@')[0]);
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// Don't bother joining a server with different mods... its only going to crash
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if (serverMods.SymmetricDifference(Game.modData.Manifest.Mods).Any())
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{
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System.Console.WriteLine("Player has different mods to server; not connecting to avoid crash");
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System.Console.WriteLine("FIX THIS BUG YOU NOOB!");
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return false;
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}
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// Prevent user joining a full server
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if (CurrentMap() != null && currentServer.Players >= CurrentMap().PlayerCount)
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{
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System.Console.WriteLine("Server is full; not connecting");
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return false;
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}
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Widget.CloseWindow();
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Widget.CloseWindow();
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Game.JoinServer(currentServer.Address.Split(':')[0], int.Parse(currentServer.Address.Split(':')[1]));
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Game.JoinServer(currentServer.Address.Split(':')[0], int.Parse(currentServer.Address.Split(':')[1]));
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return true;
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return true;
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