Send lobby etc. notifications also to players in state "spectator waiting".

This commit is contained in:
lotodore
2013-09-01 18:09:15 +02:00
parent 298aeaed4c
commit e008ef9ad5
4 changed files with 28 additions and 28 deletions
+5 -5
View File
@@ -286,7 +286,7 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
netChat->set_playerid(session->GetPlayerData()->GetUniqueId());
netChat->set_chattype(ChatMessage::chatTypeGame);
netChat->set_chattext(netChatRequest.chattext());
server->SendToAllPlayers(packet, SessionData::Game | SessionData::Spectating);
server->SendToAllPlayers(packet, SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
chatSent = true;
// Send the message to the chat cleaner bot for ranking games.
@@ -461,9 +461,9 @@ AbstractServerGameStateReceiving::AcceptNewSession(boost::shared_ptr<ServerGame>
// Send "Player Joined"/"Spectator Joined" to other fully connected clients.
if (spectateOnly) {
server->SendToAllPlayers(CreateNetPacketSpectatorJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating);
server->SendToAllPlayers(CreateNetPacketSpectatorJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
} else {
server->SendToAllPlayers(CreateNetPacketPlayerJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating);
server->SendToAllPlayers(CreateNetPacketPlayerJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
}
// Accept session.
@@ -647,7 +647,7 @@ ServerGameStateInit::SendStartEvent(ServerGame &server, bool fillWithComputerPla
server.AddComputerPlayer(tmpPlayerData);
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(server.GetId(), *tmpPlayerData), SessionData::Game | SessionData::Spectating);
server.SendToAllPlayers(CreateNetPacketPlayerJoined(server.GetId(), *tmpPlayerData), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
// Notify lobby.
server.GetLobbyThread().NotifyPlayerJoinedGame(server.GetId(), tmpPlayerData->GetUniqueId());
@@ -1420,7 +1420,7 @@ ServerGameStateHand::PerformRejoin(boost::shared_ptr<ServerGame> server, boost::
PlayerIdChangedMessage *netIdChanged = packet->GetMsg()->mutable_playeridchangedmessage();
netIdChanged->set_oldplayerid(rejoinPlayer->getMyUniqueID());
netIdChanged->set_newplayerid(session->GetPlayerData()->GetUniqueId());
server->SendToAllButOnePlayers(packet, session->GetId(), SessionData::Game | SessionData::Spectating);
server->SendToAllButOnePlayers(packet, session->GetId(), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
// Update the dealer, if necessary.
curGame.replaceDealer(rejoinPlayer->getMyUniqueID(), session->GetPlayerData()->GetUniqueId());