Fix local map saving when joining a local server from the server tab
Disables local map saving for all local server types See: https://github.com/minetest/minetest/issues/2024master
parent
4d15d63134
commit
38561023b4
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@ -219,7 +219,6 @@ Client::Client(
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IrrlichtDevice *device,
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IrrlichtDevice *device,
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const char *playername,
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const char *playername,
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std::string password,
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std::string password,
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bool is_simple_singleplayer_game,
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MapDrawControl &control,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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IWritableShaderSource *shsrc,
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@ -283,34 +282,6 @@ Client::Client(
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m_env.addPlayer(player);
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m_env.addPlayer(player);
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}
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}
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if (g_settings->getBool("enable_local_map_saving")
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&& !is_simple_singleplayer_game) {
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const std::string world_path = porting::path_user + DIR_DELIM + "worlds"
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+ DIR_DELIM + "server_" + g_settings->get("address")
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+ "_" + g_settings->get("remote_port");
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SubgameSpec gamespec;
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if (!getWorldExists(world_path)) {
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gamespec = findSubgame(g_settings->get("default_game"));
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if (!gamespec.isValid())
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gamespec = findSubgame("minimal");
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} else {
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std::string world_gameid = getWorldGameId(world_path, false);
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gamespec = findWorldSubgame(world_path);
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}
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if (!gamespec.isValid()) {
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errorstream << "Couldn't find subgame for local map saving." << std::endl;
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return;
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}
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localserver = new Server(world_path, gamespec, false, false);
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localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
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localdb->beginSave();
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actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
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} else {
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localdb = NULL;
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}
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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}
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}
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@ -321,6 +292,7 @@ void Client::Stop()
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if (localdb != NULL) {
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if (localdb != NULL) {
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actionstream << "Local map saving ended" << std::endl;
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actionstream << "Local map saving ended" << std::endl;
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localdb->endSave();
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localdb->endSave();
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delete localserver;
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}
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}
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}
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}
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@ -363,9 +335,14 @@ Client::~Client()
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}
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}
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}
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}
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void Client::connect(Address address)
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void Client::connect(Address address,
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const std::string &address_name,
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bool is_local_server)
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{
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{
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DSTACK(__FUNCTION_NAME);
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DSTACK(__FUNCTION_NAME);
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initLocalMapSaving(address, address_name, is_local_server);
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m_con.SetTimeoutMs(0);
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m_con.SetTimeoutMs(0);
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m_con.Connect(address);
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m_con.Connect(address);
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}
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}
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@ -964,6 +941,41 @@ void Client::received_media()
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<<std::endl;
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<<std::endl;
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}
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}
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void Client::initLocalMapSaving(const Address &address,
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const std::string &hostname,
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bool is_local_server)
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{
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localdb = NULL;
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if (!g_settings->getBool("enable_local_map_saving") || is_local_server)
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return;
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const std::string world_path = porting::path_user
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+ DIR_DELIM + "worlds"
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+ DIR_DELIM + "server_"
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+ hostname + "_" + to_string(address.getPort());
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SubgameSpec gamespec;
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if (!getWorldExists(world_path)) {
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gamespec = findSubgame(g_settings->get("default_game"));
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if (!gamespec.isValid())
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gamespec = findSubgame("minimal");
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} else {
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gamespec = findWorldSubgame(world_path);
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}
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if (!gamespec.isValid()) {
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errorstream << "Couldn't find subgame for local map saving." << std::endl;
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return;
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}
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localserver = new Server(world_path, gamespec, false, false);
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localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
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localdb->beginSave();
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actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
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}
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void Client::ReceiveAll()
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void Client::ReceiveAll()
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{
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{
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DSTACK(__FUNCTION_NAME);
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DSTACK(__FUNCTION_NAME);
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10
src/client.h
10
src/client.h
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@ -305,7 +305,6 @@ public:
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IrrlichtDevice *device,
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IrrlichtDevice *device,
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const char *playername,
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const char *playername,
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std::string password,
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std::string password,
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bool is_simple_singleplayer_game,
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MapDrawControl &control,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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IWritableShaderSource *shsrc,
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@ -325,11 +324,14 @@ public:
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bool isShutdown();
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bool isShutdown();
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/*
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/*
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The name of the local player should already be set when
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The name of the local player should already be set when
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calling this, as it is sent in the initialization.
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calling this, as it is sent in the initialization.
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*/
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*/
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void connect(Address address);
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void connect(Address address,
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const std::string &address_name,
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bool is_local_server);
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/*
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/*
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Stuff that references the environment is valid only as
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Stuff that references the environment is valid only as
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@ -477,6 +479,10 @@ private:
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void peerAdded(con::Peer *peer);
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void peerAdded(con::Peer *peer);
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void deletingPeer(con::Peer *peer, bool timeout);
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void deletingPeer(con::Peer *peer, bool timeout);
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void initLocalMapSaving(const Address &address,
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const std::string &hostname,
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bool is_local_server);
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void ReceiveAll();
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void ReceiveAll();
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void Receive();
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void Receive();
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@ -1923,7 +1923,6 @@ bool Game::createSingleplayerServer(const std::string map_dir,
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try {
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try {
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bind_addr.Resolve(bind_str.c_str());
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bind_addr.Resolve(bind_str.c_str());
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*address = bind_str;
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} catch (ResolveError &e) {
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} catch (ResolveError &e) {
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infostream << "Resolving bind address \"" << bind_str
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infostream << "Resolving bind address \"" << bind_str
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<< "\" failed: " << e.what()
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<< "\" failed: " << e.what()
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@ -2121,6 +2120,7 @@ bool Game::connectToServer(const std::string &playername,
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{
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{
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*connect_ok = false; // Let's not be overly optimistic
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*connect_ok = false; // Let's not be overly optimistic
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*aborted = false;
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*aborted = false;
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bool local_server_mode = false;
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showOverlayMessage("Resolving address...", 0, 15);
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showOverlayMessage("Resolving address...", 0, 15);
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@ -2138,6 +2138,7 @@ bool Game::connectToServer(const std::string &playername,
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} else {
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} else {
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connect_address.setAddress(127, 0, 0, 1);
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connect_address.setAddress(127, 0, 0, 1);
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}
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}
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local_server_mode = true;
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}
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}
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} catch (ResolveError &e) {
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} catch (ResolveError &e) {
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*error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
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*error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
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@ -2154,7 +2155,7 @@ bool Game::connectToServer(const std::string &playername,
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}
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}
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client = new Client(device,
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client = new Client(device,
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playername.c_str(), password, simple_singleplayer_mode,
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playername.c_str(), password,
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*draw_control, texture_src, shader_src,
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*draw_control, texture_src, shader_src,
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itemdef_manager, nodedef_manager, sound, eventmgr,
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itemdef_manager, nodedef_manager, sound, eventmgr,
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connect_address.isIPv6());
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connect_address.isIPv6());
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@ -2168,7 +2169,8 @@ bool Game::connectToServer(const std::string &playername,
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connect_address.print(&infostream);
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connect_address.print(&infostream);
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infostream << std::endl;
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infostream << std::endl;
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client->connect(connect_address);
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client->connect(connect_address, *address,
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simple_singleplayer_mode || local_server_mode);
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/*
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/*
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Wait for server to accept connection
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Wait for server to accept connection
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