forked from 0ad/0ad
Network cleanup.
Only send the network-warnings to clients that successfully joined the gamesetup or game. Thus save a bit performance and prevents a rare, harmless FSM update error (like in refs #3199) in case a client received the message while authenticating. Reported by fatherbushido, refs #3264. This was SVN commit r18117.
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@ -600,8 +600,14 @@ void CNetServerWorker::CheckClientConnections()
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// (since that will show the locally triggered warning instead)
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if (message)
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for (size_t j = 0; j < m_Sessions.size(); ++j)
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if (i != j)
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{
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if (i != j && (
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m_Sessions[j]->GetCurrState() == NSS_PREGAME ||
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m_Sessions[j]->GetCurrState() == NSS_INGAME))
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{
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m_Sessions[j]->SendMessage(message);
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}
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}
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SAFE_DELETE(message);
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}
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