Fixed wrong assert. Chat now continues after end of game.

This commit is contained in:
lotodore
2007-05-27 20:50:24 +00:00
parent 597d675866
commit 4dc13d9661
2 changed files with 17 additions and 21 deletions
+2 -12
View File
@@ -589,7 +589,7 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
//
}
}
assert(curPlayerNum < curGame.getActualQuantityPlayers()); // TODO: throw exception
assert(curPlayerNum < MAX_NUMBER_OF_PLAYERS); // TODO: throw exception
return curGame.getPlayerArray()[curPlayerNum];
}
@@ -655,16 +655,6 @@ ServerRecvStateWaitPlayerAction::~ServerRecvStateWaitPlayerAction()
{
}
void
ServerRecvStateWaitPlayerAction::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// C++ really sucks concerning multiple inheritance *sigh*.
// So this is a copy & paste from ServerRecvStateRunning.
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
int
ServerRecvStateWaitPlayerAction::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
@@ -803,7 +793,7 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
}
int
ServerRecvStateFinal::Process(ServerRecvThread &server)
ServerRecvStateFinal::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
Thread::Msleep(10);