Automatically switch mods when connecting to a server / replay.

This commit is contained in:
Paul Chote
2014-12-13 16:00:29 +13:00
parent 660f6682ff
commit 96b5b1fc66
3 changed files with 33 additions and 2 deletions

View File

@@ -51,6 +51,8 @@ namespace OpenRA.Network
public readonly ReadOnlyList<ChatLine> ChatCache;
bool disposed;
static void OutOfSync(int frame)
{
throw new InvalidOperationException("Out of sync in frame {0}.\n Compare syncreport.log with other players.".F(frame));
@@ -122,8 +124,16 @@ namespace OpenRA.Network
});
foreach (var p in immediatePackets)
{
foreach (var o in p.Second.ToOrderList(World))
{
UnitOrders.ProcessOrder(this, World, p.First, o);
// A mod switch or other event has pulled the ground from beneath us
if (disposed)
return;
}
}
}
Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
@@ -213,6 +223,7 @@ namespace OpenRA.Network
public void Dispose()
{
disposed = true;
if (Connection != null)
Connection.Dispose();
}

View File

@@ -33,9 +33,12 @@ namespace OpenRA.Network
public readonly int TickCount;
public readonly bool IsValid;
public readonly Session LobbyInfo;
public readonly string Filename;
public ReplayConnection(string replayFilename)
{
Filename = replayFilename;
// Parse replay data into a struct that can be fed to the game in chunks
// to avoid issues with all immediate orders being resolved on the first tick.
using (var rs = File.OpenRead(replayFilename))

View File

@@ -119,10 +119,27 @@ namespace OpenRA.Network
case "HandshakeRequest":
{
// 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
// Switch to the server's mod if we need and are able to
var mod = Game.modData.Manifest.Mod;
var request = HandshakeRequest.Deserialize(order.TargetString);
ModMetadata serverMod;
if (request.Mod != mod.Id &&
ModMetadata.AllMods.TryGetValue(request.Mod, out serverMod) &&
serverMod.Version == request.Version)
{
var replay = orderManager.Connection as ReplayConnection;
var launchCommand = replay != null ?
"Launch.Replay=" + replay.Filename :
"Launch.Connect=" + orderManager.Host + ":" + orderManager.Port;
Game.modData.LoadScreen.Display();
Game.InitializeMod(request.Mod, new Arguments(launchCommand));
break;
}
// Otherwise send the handshake with our current settings and let the server reject us
var info = new Session.Client()
{
Name = Game.Settings.Player.Name,