Fixed sync problem when the client is also the server. Fixed disply of player2's name

during chat.
This commit is contained in:
Josh Allen
2004-08-28 16:47:05 +00:00
parent 810c039181
commit 94fca63fa4
2 changed files with 14 additions and 5 deletions
+8 -1
View File
@@ -401,9 +401,16 @@ void NetworkSyncManager::StartRequest(short position)
while (dontExit)
{
//Keep the server going during the loop.
if (isLanServer)
LANserver->ServerUpdate();
m_packet.ClearPacket();
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
dontExit=false; // Also allow exit if there is a problem on the socket
if (isLanServer == false)
dontExit=false; // Also allow exit if there is a problem on the socket
// Only do if we are not the server, otherwise the sync
// gets hosed up due to non blocking mode.
if (m_packet.Read1() == (128+3))
dontExit=false;
//Only allow passing on Start request.