Gamesetup cleanup.

Abort in case a client tries to update the gamesettings.

Rename onGameAttributesChange to updateGUIObjects.
Move a check to sendRegisterGameStanza().

This was SVN commit r17481.
This commit is contained in:
elexis 2015-12-15 14:14:52 +00:00
parent 8354adb74a
commit a960958379

View File

@ -616,7 +616,7 @@ function handleGamesetupMessage(message)
}
}
onGameAttributesChange();
updateGUIObjects();
}
/**
@ -672,8 +672,7 @@ function handlePlayerAssignmentMessage(message)
updateReadyUI();
if (g_IsController)
sendRegisterGameStanza();
sendRegisterGameStanza();
}
function getMapDisplayName(map)
@ -885,7 +884,7 @@ function loadPersistMatchSettings()
g_IsInGuiUpdate = false;
onGameAttributesChange();
updateGUIObjects();
}
function savePersistMatchSettings()
@ -1237,7 +1236,7 @@ function launchGame()
/**
* Don't set any attributes here, just show the changes in the GUI.
*/
function onGameAttributesChange()
function updateGUIObjects()
{
g_IsInGuiUpdate = true;
@ -1401,7 +1400,7 @@ function onGameAttributesChange()
break;
default:
error("onGameAttributesChange: Unexpected map type " + g_GameAttributes.mapType);
error("updateGUIObjects: Unexpected map type " + g_GameAttributes.mapType);
return;
}
@ -1475,19 +1474,22 @@ function onGameAttributesChange()
resetReadyData();
}
/**
* Broadcast the changed settings to all clients and the lobbybot.
*/
function updateGameAttributes()
{
if (g_IsInGuiUpdate)
if (g_IsInGuiUpdate || !g_IsController)
return;
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
if (g_IsController && g_LoadingState >= 2)
if (g_LoadingState >= 2)
sendRegisterGameStanza();
}
else
onGameAttributesChange();
updateGUIObjects();
}
function AIConfigCallback(ai)
@ -1877,9 +1879,12 @@ function resetReadyData()
}
}
/**
* Send the relevant gamesettings to the lobbybot.
*/
function sendRegisterGameStanza()
{
if (!Engine.HasXmppClient())
if (!g_IsController || !Engine.HasXmppClient())
return;
let selectedMapSize = Engine.GetGUIObjectByName("mapSize").selected;