Split server/client port setting to avoid port number clashes in mainmenu
parent
ff25218374
commit
b08d7558de
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@ -421,37 +421,42 @@ function tabbuilder.handle_multiplayer_buttons(fields)
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if fields["favourites"] ~= nil then
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local event = explode_textlist_event(fields["favourites"])
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if event.typ == "DCL" then
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gamedata.address = menu.favorites[event.index].address
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gamedata.port = menu.favorites[event.index].port
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gamedata.playername = fields["te_name"]
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if fields["te_pwd"] ~= nil then
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gamedata.password = fields["te_pwd"]
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end
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gamedata.selected_world = 0
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if menu.favorites ~= nil then
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gamedata.servername = menu.favorites[event.index].name
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gamedata.serverdescription = menu.favorites[event.index].description
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end
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if gamedata.address ~= nil and
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gamedata.port ~= nil then
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if event.index <= #menu.favorites then
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gamedata.address = menu.favorites[event.index].address
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gamedata.port = menu.favorites[event.index].port
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gamedata.playername = fields["te_name"]
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if fields["te_pwd"] ~= nil then
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gamedata.password = fields["te_pwd"]
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end
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gamedata.selected_world = 0
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engine.start()
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if menu.favorites ~= nil then
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gamedata.servername = menu.favorites[event.index].name
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gamedata.serverdescription = menu.favorites[event.index].description
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end
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if gamedata.address ~= nil and
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gamedata.port ~= nil then
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engine.setting_set("address",gamedata.address)
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engine.setting_set("remote_port",gamedata.port)
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engine.start()
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end
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end
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end
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if event.typ == "CHG" then
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local address = menu.favorites[event.index].address
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local port = menu.favorites[event.index].port
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if address ~= nil and
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port ~= nil then
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engine.setting_set("address",address)
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engine.setting_set("port",port)
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if event.index <= #menu.favorites then
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local address = menu.favorites[event.index].address
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local port = menu.favorites[event.index].port
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if address ~= nil and
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port ~= nil then
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engine.setting_set("address",address)
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engine.setting_set("remote_port",port)
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end
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menu.fav_selected = event.index
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end
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menu.fav_selected = event.index
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end
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return
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end
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@ -473,7 +478,7 @@ function tabbuilder.handle_multiplayer_buttons(fields)
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if address ~= nil and
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port ~= nil then
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engine.setting_set("address",address)
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engine.setting_set("port",port)
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engine.setting_set("remote_port",port)
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end
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menu.fav_selected = fav_idx
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@ -499,13 +504,13 @@ function tabbuilder.handle_multiplayer_buttons(fields)
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menu.fav_selected = nil
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engine.setting_set("address","")
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engine.setting_get("port","")
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engine.setting_set("remote_port","30000")
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return
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end
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if fields["btn_mp_connect"] ~= nil or
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fields["key_enter"] then
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fields["key_enter"] ~= nil then
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gamedata.playername = fields["te_name"]
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gamedata.password = fields["te_pwd"]
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@ -516,17 +521,20 @@ function tabbuilder.handle_multiplayer_buttons(fields)
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if fav_idx > 0 and fav_idx <= #menu.favorites and
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menu.favorites[fav_idx].address == fields["te_address"] and
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menu.favorites[fav_idx].port == fields["te_port"] then
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menu.favorites[fav_idx].port == fields["te_port"] then
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gamedata.servername = menu.favorites[fav_idx].name
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gamedata.serverdescription = menu.favorites[fav_idx].description
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else
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gamedata.servername = ""
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gamedata.serverdescription = ""
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gamedata.servername = ""
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gamedata.serverdescription = ""
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end
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gamedata.selected_world = 0
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engine.setting_set("address",fields["te_address"])
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engine.setting_set("remote_port",fields["te_port"])
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engine.start()
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return
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end
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@ -574,6 +582,7 @@ function tabbuilder.handle_server_buttons(fields)
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gamedata.address = ""
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gamedata.selected_world = filterlist.get_raw_index(worldlist,selected)
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engine.setting_set("port",gamedata.port)
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menu.update_last_game(gamedata.selected_world)
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engine.start()
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end
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@ -820,7 +829,7 @@ function tabbuilder.tab_multiplayer()
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"label[1,4.25;".. fgettext("Address/Port") .. "]"..
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"label[9,2.75;".. fgettext("Name/Password") .. "]" ..
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"field[1.25,5.25;5.5,0.5;te_address;;" ..engine.setting_get("address") .."]" ..
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"field[6.75,5.25;2.25,0.5;te_port;;" ..engine.setting_get("port") .."]" ..
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"field[6.75,5.25;2.25,0.5;te_port;;" ..engine.setting_get("remote_port") .."]" ..
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"checkbox[1,3.6;cb_public_serverlist;".. fgettext("Public Serverlist") .. ";" ..
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dump(engine.setting_getbool("public_serverlist")) .. "]"
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@ -886,7 +895,8 @@ function tabbuilder.tab_server()
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"field[0.8,3.2;3,0.5;te_playername;".. fgettext("Name") .. ";" ..
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engine.setting_get("name") .. "]" ..
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"pwdfield[0.8,4.2;3,0.5;te_passwd;".. fgettext("Password") .. "]" ..
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"field[0.8,5.2;3,0.5;te_serverport;".. fgettext("Server Port") .. ";30000]" ..
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"field[0.8,5.2;3,0.5;te_serverport;".. fgettext("Server Port") .. ";" ..
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engine.setting_get("port") .."]" ..
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"textlist[4,0.25;7.5,3.7;srv_worlds;" ..
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menu.render_world_list() ..
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";" .. index .. "]"
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@ -22,8 +22,7 @@
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# Client and server
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#
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# Network port (UDP)
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#port =
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# Name of player; on a server this is the main admin
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#name =
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@ -31,6 +30,8 @@
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# Client stuff
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#
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# Port to connect to (UDP)
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#remote_port =
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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@ -198,7 +199,8 @@
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#
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# Server stuff
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#
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# Network port to listen (UDP)
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#port =
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# Name of server
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#server_name = Minetest server
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# Description of server
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@ -25,11 +25,10 @@ void set_default_settings(Settings *settings)
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{
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// Client and server
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settings->setDefault("port", "");
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settings->setDefault("name", "");
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// Client stuff
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settings->setDefault("remote_port", "30000");
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settings->setDefault("keymap_forward", "KEY_KEY_W");
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settings->setDefault("keymap_backward", "KEY_KEY_S");
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settings->setDefault("keymap_left", "KEY_KEY_A");
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@ -157,6 +156,7 @@ void set_default_settings(Settings *settings)
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// Server stuff
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// "map-dir" doesn't exist by default.
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settings->setDefault("port", "30000");
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settings->setDefault("default_game", "minetest");
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settings->setDefault("motd", "");
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settings->setDefault("max_users", "15");
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@ -1674,8 +1674,6 @@ int main(int argc, char *argv[])
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// Save settings
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g_settings->set("name", playername);
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g_settings->set("address", address);
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g_settings->set("port", itos(port));
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if((menudata.selected_world >= 0) &&
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(menudata.selected_world < (int)worldspecs.size()))
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