Fix game server compatibility check.
This commit is contained in:
@@ -48,19 +48,19 @@ namespace OpenRA.Network
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ModId = modVersion[0];
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ModId = modVersion[0];
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ModVersion = modVersion[1];
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ModVersion = modVersion[1];
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if (Game.Mods.TryGetValue(modVersion[0], out mod))
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{
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ModLabel = "{0} ({1})".F(mod.Metadata.Title, modVersion[1]);
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IsCompatible = Game.Settings.Debug.IgnoreVersionMismatch || ModVersion == mod.Metadata.Version;
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}
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var externalKey = ExternalMod.MakeKey(modVersion[0], modVersion[1]);
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var externalKey = ExternalMod.MakeKey(modVersion[0], modVersion[1]);
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if (!IsCompatible && Game.ExternalMods.TryGetValue(externalKey, out external)
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if (Game.ExternalMods.TryGetValue(externalKey, out external)
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&& external.Version == modVersion[1])
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&& external.Version == modVersion[1])
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{
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{
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ModLabel = "{0} ({1})".F(external.Title, external.Version);
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ModLabel = "{0} ({1})".F(external.Title, external.Version);
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IsCompatible = true;
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IsCompatible = true;
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}
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}
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else if (Game.Mods.TryGetValue(modVersion[0], out mod))
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{
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// Use internal mod data to populate the section header, but
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// on-connect switching must use the external mod plumbing.
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ModLabel = "{0} ({1})".F(mod.Metadata.Title, modVersion[1]);
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}
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}
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}
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var mapAvailable = Game.Settings.Game.AllowDownloading || Game.ModData.MapCache[Map].Status == MapStatus.Available;
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var mapAvailable = Game.Settings.Game.AllowDownloading || Game.ModData.MapCache[Map].Status == MapStatus.Available;
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