Remove redundant serverbrowser checks (these are now handled by the handshake process).

This commit is contained in:
Paul Chote
2011-01-20 00:32:43 +13:00
parent 481cc7807b
commit 1fb42f47b6

View File

@@ -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;