Fix the lobby slots.

- lobbyInfo.Slots is now a dictionary, keyed by the name of the PlayerReference that the slot is tied to.
 - LockRace/Color/Team is now specified on the slot, avoiding map lookups in the lobby
 - Observers are no longer tied to slots -> players will join as observers instead of crashing the game if there are no available slots
 - Observers are able to change their name and color
This commit is contained in:
Paul Chote
2011-06-17 19:03:57 +12:00
parent e934baa6e9
commit d2df5722b5
13 changed files with 588 additions and 317 deletions

View File

@@ -218,9 +218,8 @@ namespace OpenRA.Server
client.Index = newConn.PlayerIndex;
client.Slot = lobbyInfo.FirstEmptySlot();
var slotData = lobbyInfo.Slots.FirstOrDefault( x => x.Index == client.Slot );
if (slotData != null && slotData.MapPlayer != null)
SyncClientToPlayerReference(client, Map.Players[slotData.MapPlayer]);
if (client.Slot != null)
SyncClientToPlayerReference(client, Map.Players[client.Slot]);
lobbyInfo.Clients.Add(client);