From f5d26bebb7c7e2bf3f0c7e644e5b647dafd32e01 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sat, 5 Oct 2013 16:42:58 +1300 Subject: [PATCH] Don't crash if the server mods don't match. This allows the ingame dialog to be displayed. --- OpenRA.Game/Network/UnitOrders.cs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/OpenRA.Game/Network/UnitOrders.cs b/OpenRA.Game/Network/UnitOrders.cs index c42b7fccfd..3fcca0cd13 100644 --- a/OpenRA.Game/Network/UnitOrders.cs +++ b/OpenRA.Game/Network/UnitOrders.cs @@ -119,11 +119,8 @@ namespace OpenRA.Network case "HandshakeRequest": { var request = HandshakeRequest.Deserialize(order.TargetString); - var localMods = orderManager.LobbyInfo.GlobalSettings.Mods.Select(m => "{0}@{1}".F(m,Mod.AllMods[m].Version)).ToArray(); + var localMods = orderManager.LobbyInfo.GlobalSettings.Mods.Select(m => "{0}@{1}".F(m, Mod.AllMods[m].Version)).ToArray(); - // Check if mods match - if (localMods.FirstOrDefault().ToString().Split('@')[0] != request.Mods.FirstOrDefault().ToString().Split('@')[0]) - throw new InvalidOperationException("Server's mod ({0}) and yours ({1}) don't match".F(localMods.FirstOrDefault().ToString().Split('@')[0], request.Mods.FirstOrDefault().ToString().Split('@')[0])); // Check that the map exists on the client if (!Game.modData.AvailableMaps.ContainsKey(request.Map)) {