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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
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Horrible code alert
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@@ -226,8 +226,10 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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thread->SetProcessor(CPU_CORE_SERVER);
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thread->Run();
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app.DebugPrintf("[NET] Waiting for server ready...\n");
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ServerReadyWait();
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ServerReadyDestroy();
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app.DebugPrintf("[NET] Server ready! serverHalted=%d\n", MinecraftServer::serverHalted());
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if( MinecraftServer::serverHalted() )
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return false;
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@@ -241,6 +243,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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#ifndef _XBOX
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Minecraft *pMinecraft = Minecraft::GetInstance();
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app.DebugPrintf("[NET] IsReadyToPlayOrIdle=%d IsInSession=%d\n", IsReadyToPlayOrIdle(), IsInSession());
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// Make sure that we have transitioned through any joining/creating stages and are actually playing the game, so that we know the players should be valid
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bool changedMessage = false;
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while(!IsReadyToPlayOrIdle())
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@@ -257,12 +260,15 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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#endif
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// If we aren't in session, then something bad must have happened - we aren't joining, creating or ready play
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app.DebugPrintf("[NET] Checking IsInSession...=%d\n", IsInSession());
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if(!IsInSession() )
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{
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app.DebugPrintf("[NET] NOT in session! Halting server.\n");
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MinecraftServer::HaltServer();
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return false;
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}
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app.DebugPrintf("[NET] DLC check: completed=%d pending=%d\n", app.DLCInstallProcessCompleted(), app.DLCInstallPending());
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// 4J Stu - Wait a while to make sure that DLC is loaded. This is the last point before the network communication starts
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// so the latest we can check this
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while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
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@@ -277,12 +283,14 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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// PRIMARY PLAYER
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app.DebugPrintf("[NET] Creating ClientConnection (IsHost=%d)...\n", g_NetworkManager.IsHost());
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vector<ClientConnection *> createdConnections;
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ClientConnection *connection;
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if( g_NetworkManager.IsHost() )
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{
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connection = new ClientConnection(minecraft, NULL);
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app.DebugPrintf("[NET] ClientConnection created, createdOk=%d\n", connection->createdOk);
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}
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else
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{
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@@ -318,7 +326,9 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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return false;
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}
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app.DebugPrintf("[NET] Sending PreLoginPacket...\n");
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connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(minecraft->user->name) ) );
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app.DebugPrintf("[NET] PreLoginPacket sent. Entering connection tick loop...\n");
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// Tick connection until we're ready to go. The stages involved in this are:
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// (1) Creating the ClientConnection sends a prelogin packet to the server
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