Stop connecting to the lobbyserver when it doesn't accept the game

master
Rene Jochum 2011-01-27 12:19:35 +01:00
parent 3b266356c0
commit abcd0a4109
1 changed files with 2 additions and 3 deletions

View File

@ -1997,7 +1997,7 @@ static ssize_t readLobbyResponse(Socket* sock, unsigned int timeout)
if (lobbyStatusCode / 100 != 2) // Check whether status code is 2xx (success)
{
debug(LOG_ERROR, "Lobby error (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
return SOCKET_ERROR;
return received;
}
debug(LOG_NET, "Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
@ -2435,8 +2435,7 @@ static void NETallowJoining(void)
}
NETfixDuplicatePlayerNames();
// Make sure the master server gets updated by disconnecting from it
// NETallowJoining will reconnect, NOT NEEDED - Fastdeath
// Send the updated GAMESTRUCT to the masterserver
NETregisterServer(2);