Fix infinite loop when joining a game. An encode was supposed to be a decode.
Also remove some excess logging calls. git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3755 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
eead0d470a
commit
d484e2bc98
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@ -214,8 +214,6 @@ static BOOL NET_recvMessage(NETBUFSOCKET* bs, NETMSG* pMsg)
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goto error;
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}
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debug(LOG_NET, "NETrecvMessage: received message of type %i and size %i.", message->type, message->size);
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memcpy(pMsg, message, size);
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bs->buffer_start += size;
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bs->bytes -= size;
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@ -732,8 +730,6 @@ BOOL NETbcast(NETMSG *msg, BOOL guarantee)
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return TRUE;
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}
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debug(LOG_NET, "NETbcast");
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msg->destination = NET_ALL_PLAYERS;
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msg->source = selectedPlayer;
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@ -772,8 +768,6 @@ BOOL NETbcast(NETMSG *msg, BOOL guarantee)
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// Check if a message is a system message
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BOOL NETprocessSystemMessage(NETMSG * pMsg)
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{
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debug(LOG_NET, "NETprocessSystemMessage with packet of type %hhu", pMsg->type);
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switch (pMsg->type)
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{
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case MSG_PLAYER_INFO: {
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@ -833,7 +827,7 @@ BOOL NETprocessSystemMessage(NETMSG * pMsg)
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{
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debug(LOG_NET, "NETprocessSystemMessage: Receiving game flags");
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NETbeginEncode(MSG_GAME_FLAGS, NET_ALL_PLAYERS);
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NETbeginDecode();
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{
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static unsigned int max_flags = sizeof(NetGameFlags) / sizeof(*NetGameFlags);
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// Retrieve the amount of game flags that we should receive
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@ -1404,6 +1398,8 @@ BOOL NEThostGame(const char* SessionName, const char* PlayerName,
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NETregisterServer(0);
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debug(LOG_NET, "Hosting a server. We are player %d.", NetPlay.dpidPlayer);
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return TRUE;
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}
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@ -1587,7 +1583,8 @@ BOOL NETjoinGame(UDWORD gameNumber, const char* playername)
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NETend();
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NetPlay.dpidPlayer = dpid;
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debug(LOG_NET, "NETjoinGame: I'm player %u", (unsigned int)NetPlay.dpidPlayer);
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debug(LOG_NET, "NETjoinGame: MSG_ACCEPTED received. Accepted into the game - I'm player %u",
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(unsigned int)NetPlay.dpidPlayer);
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NetPlay.bHost = FALSE;
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if (NetPlay.dpidPlayer >= MAX_CONNECTED_PLAYERS)
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