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Only flags visible when joining multiplayer game #3309

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wzdev-ci opened this issue Mar 16, 2012 · 6 comments
Closed

Only flags visible when joining multiplayer game #3309

wzdev-ci opened this issue Mar 16, 2012 · 6 comments

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@wzdev-ci
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resolution_fixed type_bug | by Cyp


To reproduce:

Client A: Host game.
Client B: Join game.
Client A: Stop hosting game. (By clicking back.)
Client A: Host game.
Client B or C: Join game.


Issue migrated from trac:3309 at 2022-04-16 09:37:31 -0700

@wzdev-ci
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Cyp changed status from new to closed

@wzdev-ci
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Cyp changed resolution from `` to fixed

@wzdev-ci
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Cyp commented


Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes #3309.

@wzdev-ci
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Cyp commented


Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes #3309.

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@wzdev-ci
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Cyp commented


Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes #3309.

@wzdev-ci
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wzdev-ci commented Aug 4, 2012

Cyp commented


Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes #3309.

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