- allow querying a headless even when no clients connected

This commit is contained in:
Mark Vejvoda 2012-10-16 22:34:18 +00:00
parent 79d6c31e73
commit 45c62dee1b
2 changed files with 4 additions and 1 deletions

View File

@ -3324,6 +3324,9 @@ int glestMain(int argc, char** argv) {
clientSocket.receive(&szBuf[0],8095,false);
std::cout << szBuf << std::endl;
}
else {
std::cout << "Could not connect (possibly no clients connected) to host: " << ip.getString() << " port: " << port << std::endl;
}
return 0;
}

View File

@ -81,7 +81,7 @@ ServerInterface::ServerInterface(bool publishEnabled) :GameNetworkInterface() {
serverSocketAdmin->setBindPort(Config::getInstance().getInt("ServerAdminPort", intToStr(GameConstants::serverAdminPort).c_str()));
//serverSocketAdmin->setBindSpecificAddress("127.0.0.1");
serverSocketAdmin->setBindSpecificAddress(Config::getInstance().getString("ServerAdminBindAddress", "127.0.0.1"));
//serverSocketAdmin->listen(5);
serverSocketAdmin->listen(5);
maxFrameCountLagAllowed = Config::getInstance().getInt("MaxFrameCountLagAllowed", intToStr(maxFrameCountLagAllowed).c_str());
maxFrameCountLagAllowedEver = Config::getInstance().getInt("MaxFrameCountLagAllowedEver", intToStr(maxFrameCountLagAllowedEver).c_str());