diff --git a/src/d_clisrv.c b/src/d_clisrv.c index bc09925391f920bad7d9ae4bc47b3364de36444d..7aafdf539f26e8940adbf4865d36807efc64c6ec 100755 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -3262,62 +3262,54 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum) LUA_HookInt(newplayernum, HOOK(PlayerJoin)); } -static void SV_AddWaitingPlayers(const char *name, const char *name2) +static void SV_AddPlayer(SINT8 node, const char *name) { - INT32 node, n; + INT32 n; UINT8 buf[2 + MAXPLAYERNAME]; UINT8 *p; INT32 newplayernum; - for (node = 0; node < MAXNETNODES; node++) + newplayernum = FindRejoinerNum(node); + if (newplayernum == -1) { - // splitscreen can allow 2 player in one node - for (; netnodes[node].numplayerswaiting > 0; netnodes[node].numplayerswaiting--) + // search for a free playernum + // we can't use playeringame since it is not updated here + for (newplayernum = dedicated ? 1 : 0; newplayernum < MAXPLAYERS; newplayernum++) { - newplayernum = FindRejoinerNum(node); - if (newplayernum == -1) - { - // search for a free playernum - // we can't use playeringame since it is not updated here - for (newplayernum = dedicated ? 1 : 0; newplayernum < MAXPLAYERS; newplayernum++) - { - if (playeringame[newplayernum]) - continue; - for (n = 0; n < MAXNETNODES; n++) - if (netnodes[n].player == newplayernum || netnodes[n].player2 == newplayernum) - break; - if (n == MAXNETNODES) - break; - } - } + if (playeringame[newplayernum]) + continue; + for (n = 0; n < MAXNETNODES; n++) + if (netnodes[n].player == newplayernum || netnodes[n].player2 == newplayernum) + break; + if (n == MAXNETNODES) + break; + } + } - // should never happen since we check the playernum - // before accepting the join - I_Assert(newplayernum < MAXPLAYERS); + // should never happen since we check the playernum + // before accepting the join + I_Assert(newplayernum < MAXPLAYERS); - playernode[newplayernum] = (UINT8)node; + playernode[newplayernum] = (UINT8)node; - p = buf + 2; - buf[0] = (UINT8)node; - buf[1] = newplayernum; - if (netnodes[node].numplayers < 1) - { - netnodes[node].player = newplayernum; - WRITESTRINGN(p, name, MAXPLAYERNAME); - } - else - { - netnodes[node].player2 = newplayernum; - buf[1] |= 0x80; - WRITESTRINGN(p, name2, MAXPLAYERNAME); - } - netnodes[node].numplayers++; + p = buf + 2; + buf[0] = (UINT8)node; + buf[1] = newplayernum; + if (netnodes[node].numplayers < 1) + { + netnodes[node].player = newplayernum; + } + else + { + netnodes[node].player2 = newplayernum; + buf[1] |= 0x80; + } + WRITESTRINGN(p, name, MAXPLAYERNAME); + netnodes[node].numplayers++; - SendNetXCmd(XD_ADDPLAYER, &buf, p - buf); + SendNetXCmd(XD_ADDPLAYER, &buf, p - buf); - DEBFILE(va("Server added player %d node %d\n", newplayernum, node)); - } - } + DEBFILE(va("Server added player %d node %d\n", newplayernum, node)); } void CL_AddSplitscreenPlayer(void) @@ -3522,11 +3514,12 @@ static void HandleConnect(SINT8 node) SV_SendRefuse(node, refuse); else { + INT32 numplayers = netbuffer->u.clientcfg.localplayers; #ifndef NONET boolean newnode = false; #endif - for (i = 0; i < netbuffer->u.clientcfg.localplayers - netnodes[node].numplayers; i++) + for (i = 0; i < numplayers; i++) { strlcpy(names[i], netbuffer->u.clientcfg.names[i], MAXPLAYERNAME + 1); if (!EnsurePlayerNameIsGood(names[i], rejoinernum)) @@ -3537,7 +3530,6 @@ static void HandleConnect(SINT8 node) } // client authorised to join - netnodes[node].numplayerswaiting = (UINT8)(netbuffer->u.clientcfg.localplayers - netnodes[node].numplayers); if (!netnodes[node].ingame) { gamestate_t backupstate = gamestate; @@ -3568,7 +3560,12 @@ static void HandleConnect(SINT8 node) SV_SendSaveGame(node, false); // send a complete game state DEBFILE("send savegame\n"); } - SV_AddWaitingPlayers(names[0], names[1]); + + // Splitscreen can allow 2 players in one node + SV_AddPlayer(node, names[0]); + if (numplayers > 1) + SV_AddPlayer(node, names[1]); + joindelay += cv_joindelay.value * TICRATE; player_joining = true; #endif @@ -3993,7 +3990,6 @@ static void PT_ClientQuit(SINT8 node, INT32 netconsole) // nodeingame will be put false in the execution of kick command // this allow to send some packets to the quitting client to have their ack back - netnodes[node].numplayerswaiting = 0; if (netconsole != -1 && playeringame[netconsole]) { UINT8 kickmsg; diff --git a/src/d_net.h b/src/d_net.h index 9eee53894daa09375de6935c9b9cd41210cf34fd..c6c9e2894c4211667b4fd3f449b6e35cab64dc4d 100644 --- a/src/d_net.h +++ b/src/d_net.h @@ -45,7 +45,6 @@ typedef struct netnode_s SINT8 player; SINT8 player2; // say the numplayer for this node if any (splitscreen) UINT8 numplayers; // used specialy for scplitscreen - UINT8 numplayerswaiting; tic_t tic; // what tic the client have received tic_t supposedtic; // nettics prevision for smaller packet