added a check for missing map when admin is connected to headless server and server has a map that the client doesn't
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c645d196e5
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1c4480cb02
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@ -1488,8 +1488,29 @@ void MenuStateConnectedGame::loadGameSettings(GameSettings *gameSettings) {
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//
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//
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//gameSettings->setMapFilterIndex(listBoxMapFilter.getSelectedItemIndex());
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//gameSettings->setMapFilterIndex(listBoxMapFilter.getSelectedItemIndex());
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gameSettings->setDescription(formatString(getCurrentMapFile()));
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gameSettings->setMap(getCurrentMapFile());
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if(listBoxMap.getSelectedItemIndex() >= 0 && listBoxMap.getSelectedItemIndex() < mapFiles.size()) {
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gameSettings->setDescription(formatString(getCurrentMapFile()));
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gameSettings->setMap(getCurrentMapFile());
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}
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else {
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Lang &lang= Lang::getInstance();
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NetworkManager &networkManager= NetworkManager::getInstance();
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ClientInterface *clientInterface = networkManager.getClientInterface();
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const vector<string> languageList = clientInterface->getGameSettings()->getUniqueNetworkPlayerLanguages();
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for(unsigned int i = 0; i < languageList.size(); ++i) {
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char szMsg[1024]="";
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if(lang.hasString("DataMissingMap=Player",languageList[i]) == true) {
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sprintf(szMsg,lang.get("DataMissingMap=Player",languageList[i]).c_str(),getHumanPlayerName().c_str(),listBoxMap.getSelectedItem().c_str());
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}
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else {
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sprintf(szMsg,"Player: %s is missing the map: %s",getHumanPlayerName().c_str(),listBoxMap.getSelectedItem().c_str());
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}
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bool localEcho = lang.isLanguageLocal(languageList[i]);
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clientInterface->sendTextMessage(szMsg,-1, localEcho,languageList[i]);
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}
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}
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if(listBoxTileset.getSelectedItemIndex() >= 0 && listBoxTileset.getSelectedItemIndex() < tilesetFiles.size()) {
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if(listBoxTileset.getSelectedItemIndex() >= 0 && listBoxTileset.getSelectedItemIndex() < tilesetFiles.size()) {
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gameSettings->setTileset(tilesetFiles[listBoxTileset.getSelectedItemIndex()]);
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gameSettings->setTileset(tilesetFiles[listBoxTileset.getSelectedItemIndex()]);
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}
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}
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