Remove runtime mod merging. Closes #3421.

This commit is contained in:
Paul Chote
2013-10-06 12:44:20 +13:00
parent 4d893cb1f2
commit 6d6d1e230b
35 changed files with 143 additions and 186 deletions

View File

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