Remove runtime mod merging. Closes #3421.
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@@ -119,9 +119,14 @@ namespace OpenRA.Network
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case "HandshakeRequest":
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{
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var request = HandshakeRequest.Deserialize(order.TargetString);
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var localMods = orderManager.LobbyInfo.GlobalSettings.Mods.Select(m => "{0}@{1}".F(m, Mod.AllMods[m].Version)).ToArray();
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// TODO: Switch to the server's mod if we have it
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// Otherwise send the handshake with our current settings and let the server reject us
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var mod = Game.modData.Manifest.Mod;
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// Check that the map exists on the client
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// TODO: This will behave badly if joining a server with a different mod
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// This needs to occur *after* joining the server
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if (!Game.modData.AvailableMaps.ContainsKey(request.Map))
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{
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if (Game.Settings.Game.AllowDownloading)
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@@ -144,7 +149,8 @@ namespace OpenRA.Network
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var response = new HandshakeResponse()
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{
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Client = info,
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Mods = localMods,
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Mod = mod.Id,
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Version = mod.Version,
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Password = orderManager.Password
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};
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