[Netplay] Allow a spectator to leave without affecting players.

This commit is contained in:
Rachel Bryk 2013-10-16 21:44:49 -04:00
parent 5a212a8fe0
commit f605ea9eeb

View File

@ -228,21 +228,28 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
{
PlayerId pid = m_players[socket].pid;
if (m_is_running)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
for (int i = 0; i < 4; i++)
{
if (m_pad_map[i] == pid)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
break;
}
}
}
PlayerId pid = m_players[socket].pid;
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;