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authorCraig Robbins <kde.psych@gmail.com>2015-01-31 00:33:23 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-01-31 00:42:08 +1000
commit38561023b468b923aa2b7957b807fa2700ea59ce (patch)
treef352ea600922f1a5da602aca51d85f74682cdcda /src/game.cpp
parent4d15d631349005528e8578a5750ad9a1b8cefe39 (diff)
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Fix local map saving when joining a local server from the server tab
Disables local map saving for all local server types See: https://github.com/minetest/minetest/issues/2024
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/game.cpp b/src/game.cpp
index b496cf3bf..1c8fa0924 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1923,7 +1923,6 @@ bool Game::createSingleplayerServer(const std::string map_dir,
try {
bind_addr.Resolve(bind_str.c_str());
- *address = bind_str;
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
@@ -2121,6 +2120,7 @@ bool Game::connectToServer(const std::string &playername,
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
+ bool local_server_mode = false;
showOverlayMessage("Resolving address...", 0, 15);
@@ -2138,6 +2138,7 @@ bool Game::connectToServer(const std::string &playername,
} else {
connect_address.setAddress(127, 0, 0, 1);
}
+ local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
@@ -2154,7 +2155,7 @@ bool Game::connectToServer(const std::string &playername,
}
client = new Client(device,
- playername.c_str(), password, simple_singleplayer_mode,
+ playername.c_str(), password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6());
@@ -2168,7 +2169,8 @@ bool Game::connectToServer(const std::string &playername,
connect_address.print(&infostream);
infostream << std::endl;
- client->connect(connect_address);
+ client->connect(connect_address, *address,
+ simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection