- should fix the strange pause / unpause behaviour for joining in progress games

This commit is contained in:
Mark Vejvoda 2013-03-14 21:41:15 +00:00
parent e7907394de
commit cb96232256
2 changed files with 9 additions and 6 deletions

View File

@ -322,12 +322,14 @@ ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex
this->gotLagCountWarning = false;
this->lastReceiveCommandListTime = 0;
this->receivedNetworkGameStatus = false;
this->canAcceptConnections = true;
this->startInGameConnectionLaunch = false;
this->sentSavedGameInfo = false;
this->unPauseForInGameConnection = false;
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->canAcceptConnections = true;
this->startInGameConnectionLaunch = false;
this->pauseForInGameConnection = false;
this->unPauseForInGameConnection = false;
this->sentSavedGameInfo = false;
this->setSocket(NULL);
this->slotThreadWorker = NULL;
@ -1460,6 +1462,7 @@ void ConnectionSlot::close() {
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->sentSavedGameInfo = false;
this->pauseForInGameConnection = false;
this->unPauseForInGameConnection = false;
this->ready= false;
this->connectedTime = 0;

View File

@ -128,8 +128,6 @@ private:
bool receivedNetworkGameStatus;
time_t connectedTime;
bool gotIntro;
bool skipLagCheck;
bool joinGameInProgress;
Mutex *mutexCloseConnection;
@ -146,6 +144,8 @@ private:
int playerStatus;
string playerLanguage;
bool skipLagCheck;
bool joinGameInProgress;
bool canAcceptConnections;
bool startInGameConnectionLaunch;
bool pauseForInGameConnection;