- added LAN IP in custom Menu
- Updated readme and other text files with more accurate info (thanks Tomreyn) - Disabled ability to zoom out when game is over if in a network game (creates to much LAG and instability)
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@ -1382,9 +1382,14 @@ void Game::checkWinnerStandard(){
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if(this->gameSettings.getEnableObserverModeAtEndGame() == true) {
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// Let the poor user watch everything unfold
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world.setFogOfWar(false);
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//gameCamera.setClampBounds(false);
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Renderer::getInstance().setPhotoMode(true);
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gameCamera.setMaxHeight(500);
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// This caused too much LAG for network games
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if(this->gameSettings.isNetworkGame() == false) {
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Renderer::getInstance().setPhotoMode(true);
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gameCamera.setMaxHeight(500);
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}
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// END
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// but don't let him cheat via teamchat
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chatManager.setDisableTeamMode(true);
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}
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@ -1413,9 +1418,13 @@ void Game::checkWinnerStandard(){
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if(this->gameSettings.getEnableObserverModeAtEndGame() == true) {
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// Let the happy winner view everything left in the world
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world.setFogOfWar(false);
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//gameCamera.setClampBounds(false);
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Renderer::getInstance().setPhotoMode(true);
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gameCamera.setMaxHeight(500);
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// This caused too much LAG for network games
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if(this->gameSettings.isNetworkGame() == false) {
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Renderer::getInstance().setPhotoMode(true);
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gameCamera.setMaxHeight(500);
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}
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// END
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}
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showWinMessageBox();
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@ -131,6 +131,22 @@ MenuStateCustomGame::MenuStateCustomGame(Program *program, MainMenu *mainMenu, b
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mapFiles = results;
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std::for_each(results.begin(), results.end(), FormatString());
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labelLocalIP.init(410, networkHeadPos+30);
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string ipText = "none";
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std::vector<std::string> ipList = Socket::getLocalIPAddressList();
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if(ipList.size() > 0) {
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ipText = "";
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for(int idx = 0; idx < ipList.size(); idx++) {
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string ip = ipList[idx];
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if(ipText != "") {
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ipText += ", ";
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}
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ipText += ip;
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}
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}
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labelLocalIP.setText(lang.get("LanIP") + ipText);
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labelMap.init(100, mapHeadPos);
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listBoxMap.init(100, mapPos, 200);
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listBoxMap.setItems(results);
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@ -687,6 +703,7 @@ void MenuStateCustomGame::render(){
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renderer.renderLabel(&labelNetStatus[i]);
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}
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}
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renderer.renderLabel(&labelLocalIP);
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renderer.renderLabel(&labelMap);
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renderer.renderLabel(&labelFogOfWar);
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renderer.renderLabel(&labelTileset);
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@ -36,6 +36,7 @@ private:
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GraphicLabel labelMapInfo;
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GraphicLabel labelEnableObserverMode;
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GraphicLabel labelEnableServerControlledAI;
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GraphicLabel labelLocalIP;
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GraphicListBox listBoxMap;
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@ -564,13 +564,13 @@ void ConnectionSlot::signalUpdate(ConnectionSlotEvent *event) {
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bool ConnectionSlot::updateCompleted() {
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assert(slotThreadWorker != NULL);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
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bool waitingForThread = (slotThreadWorker->isSignalCompleted() == false &&
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slotThreadWorker->getQuitStatus() == false &&
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slotThreadWorker->getRunningStatus() == true);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, waitingForThread = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,waitingForThread);
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, waitingForThread = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,waitingForThread);
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return (waitingForThread == false);
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}
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