Fix player connection notifications.
New player notifications are now never reported to the joining player, and always reported in the dedicated server output.
This commit is contained in:
committed by
Matthias Mailänder
parent
c77051790a
commit
9073249fe4
@@ -378,8 +378,8 @@ namespace OpenRA.Server
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Log.Write("server", "{0} ({1}) has joined the game.",
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Log.Write("server", "{0} ({1}) has joined the game.",
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client.Name, newConn.Socket.RemoteEndPoint);
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client.Name, newConn.Socket.RemoteEndPoint);
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if (LobbyInfo.NonBotClients.Count() > 1)
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// Report to all other players
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SendMessage("{0} has joined the game.".F(client.Name));
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SendMessage("{0} has joined the game.".F(client.Name), newConn);
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// Send initial ping
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// Send initial ping
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SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
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SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
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@@ -470,9 +470,9 @@ namespace OpenRA.Server
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DispatchOrdersToClient(conn, 0, 0, new ServerOrder(order, data).Serialize());
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DispatchOrdersToClient(conn, 0, 0, new ServerOrder(order, data).Serialize());
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}
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}
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public void SendMessage(string text)
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public void SendMessage(string text, Connection conn = null)
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{
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{
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DispatchOrdersToClients(null, 0, new ServerOrder("Message", text).Serialize());
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DispatchOrdersToClients(conn, 0, new ServerOrder("Message", text).Serialize());
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if (Dedicated)
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if (Dedicated)
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Console.WriteLine("[{0}] {1}".F(DateTime.Now.ToString(Settings.TimestampFormat), text));
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Console.WriteLine("[{0}] {1}".F(DateTime.Now.ToString(Settings.TimestampFormat), text));
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