Allow custom commands to be parsed when the player is in a ready state.

This commit is contained in:
Paul Chote
2010-11-08 17:28:59 +13:00
parent d33806e932
commit ed4c588701
3 changed files with 30 additions and 15 deletions

View File

@@ -254,22 +254,15 @@ namespace OpenRA.Server
{
case "Command":
{
if (GameStarted)
SendChatTo(conn, "Cannot change state when game started. ({0})".F(so.Data));
else if (GetClient(conn).State == Session.ClientState.Ready && !(so.Data == "ready" || so.Data == "startgame"))
SendChatTo(conn, "Cannot change state when marked as ready.");
else
bool handled = false;
foreach (var t in ServerTraits.WithInterface<IInterpretCommand>())
if ((handled = t.InterpretCommand(conn, GetClient(conn), so.Data)))
break;
if (!handled)
{
bool handled = false;
foreach (var t in ServerTraits.WithInterface<IInterpretCommand>())
if ((handled = t.InterpretCommand(conn, GetClient(conn), so.Data)))
break;
if (!handled)
{
Log.Write("server", "Unknown server command: {0}", so.Data);
SendChatTo(conn, "Unknown server command: {0}".F(so.Data));
}
Log.Write("server", "Unknown server command: {0}", so.Data);
SendChatTo(conn, "Unknown server command: {0}".F(so.Data));
}
}
break;