- headless admin cannot launch a game unless there are at least two players connected
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b5b2c623fe
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490ba7e824
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@ -781,17 +781,43 @@ void ConnectionSlot::update(bool checkForNewClients,int lockedSlotIndex) {
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throw megaglest_runtime_error(szBuf);
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}
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GameSettings gameSettingsBuffer;
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networkMessageLaunch.buildGameSettings(&gameSettingsBuffer);
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int minHeadLessPlayersRequired = Config::getInstance().getInt("MinHeadlessPlayersRequired","2");
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if(networkMessageLaunch.getMessageType() == nmtLaunch &&
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this->serverInterface->getConnectedSlotCount() < minHeadLessPlayersRequired) {
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Lang &lang= Lang::getInstance();
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const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
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for(unsigned int i = 0; i < languageList.size(); ++i) {
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char szBuf[4096]="";
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//printf("Connection slot got networkMessageLaunch.getMessageType() = %d, got map [%s]\n",networkMessageLaunch.getMessageType(),gameSettings.getMap().c_str());
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//printf("\n\n\n\n=====Connection slot got settings:\n%s\n",gameSettings.toString().c_str());
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string msgTemplate = "You must have have at least %d player(s) connected to start this game!";
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if(lang.hasString("HeadlessAdminRequiresMorePlayers") == true) {
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msgTemplate = lang.get("HeadlessAdminRequiresMorePlayers",languageList[i]);
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}
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#ifdef WIN32
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_snprintf(szBuf,4095,msgTemplate.c_str(),minHeadLessPlayersRequired);
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#else
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snprintf(szBuf,4095,msgTemplate.c_str(),minHeadLessPlayersRequired);
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#endif
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if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
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//this->serverInterface->setGameSettings(&gameSettingsBuffer,false);
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this->serverInterface->broadcastGameSetup(&gameSettingsBuffer, true);
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string sMsg = szBuf;
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bool echoLocal = lang.isLanguageLocal(languageList[i]);
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this->serverInterface->sendTextMessage(sMsg,-1, echoLocal, languageList[i], this->getPlayerIndex());
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}
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}
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else {
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GameSettings gameSettingsBuffer;
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networkMessageLaunch.buildGameSettings(&gameSettingsBuffer);
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if(networkMessageLaunch.getMessageType() == nmtLaunch) {
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this->serverInterface->setMasterserverAdminRequestLaunch(true);
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//printf("Connection slot got networkMessageLaunch.getMessageType() = %d, got map [%s]\n",networkMessageLaunch.getMessageType(),gameSettings.getMap().c_str());
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//printf("\n\n\n\n=====Connection slot got settings:\n%s\n",gameSettings.toString().c_str());
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//this->serverInterface->setGameSettings(&gameSettingsBuffer,false);
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this->serverInterface->broadcastGameSetup(&gameSettingsBuffer, true);
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if(networkMessageLaunch.getMessageType() == nmtLaunch) {
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this->serverInterface->setMasterserverAdminRequestLaunch(true);
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}
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}
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}
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else {
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@ -79,7 +79,7 @@ void NetworkManager::update() {
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}
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bool NetworkManager::isNetworkGame() {
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return networkRole==nrClient || (networkRole==nrServer && getServerInterface()->getConnectedSlotCount()>0);
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return networkRole==nrClient || (networkRole==nrServer && getServerInterface()->getSlotCount() > 0);
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}
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GameNetworkInterface* NetworkManager::getGameNetworkInterface(bool throwErrorOnNull) {
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@ -523,11 +523,22 @@ bool ServerInterface::hasClientConnection() {
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return result;
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}
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int ServerInterface::getSlotCount() {
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int slotCount = 0;
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for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
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MutexSafeWrapper safeMutexSlot(slotAccessorMutexes[i],CODE_AT_LINE_X(i));
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if(slots[i] != NULL) {
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++slotCount;
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}
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}
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return slotCount;
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}
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int ServerInterface::getConnectedSlotCount() {
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int connectedSlotCount = 0;
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for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
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MutexSafeWrapper safeMutexSlot(slotAccessorMutexes[i],CODE_AT_LINE_X(i));
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if(slots[i] != NULL) {
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if(slots[i] != NULL && slots[i]->isConnected() == true) {
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++connectedSlotCount;
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}
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}
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@ -138,7 +138,9 @@ public:
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bool switchSlot(int fromPlayerIndex, int toPlayerIndex);
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void removeSlot(int playerIndex, int lockedSlotIndex = -1);
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ConnectionSlot *getSlot(int playerIndex);
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int getSlotCount();
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int getConnectedSlotCount();
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int getOpenSlotCount();
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bool launchGame(const GameSettings *gameSettings);
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void validateGameSettings(GameSettings *serverGameSettings);
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