Fix concurrent game over.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2579 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-12-07 05:03:40 +00:00
parent 9389e35064
commit ba1c52add6
2 changed files with 4 additions and 4 deletions
+2 -3
View File
@@ -11,9 +11,6 @@ Medium-priority:
- decent pause handling
- make compilation of crc.c and checksum.c conditional.
- negotiate checksum interval
- disconnect during battle will trigger the setup disconnect notification.
- Assertion 'NetState_battleActive(NetConnection_getState(conn))' in
Netplay_sendChecksum triggered. See #sc2 channel log.
- Closing and destroying of NetConnections is a terrible mess.
@@ -47,6 +44,8 @@ Low-priority:
- maximum number of ships per side
- maximum ship cost per side
- ship properties
- Checks allConnected() shouldn't be needed if CHECK_ABORT is set
on disconnect.
Future improvements/optimisations:
+2 -1
View File
@@ -124,7 +124,8 @@ readyForBattleEndPlayer (NetConnection *conn, void *arg)
BattleStateData *battleStateData;
battleStateData = (BattleStateData *) NetConnection_getStateData(conn);
if (NetConnection_getState (conn) == NetState_interBattle)
if (NetConnection_getState (conn) == NetState_interBattle ||
NetConnection_getState (conn) == NetState_endMelee)
{
// This connection is already ready. The entire synchronisation
// protocol has already been done for this connection.