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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
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')
-rw-r--r--src/client.cpp72
-rw-r--r--src/client.h10
-rw-r--r--src/game.cpp8
3 files changed, 55 insertions, 35 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 536e9afa7..cb6419fad 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -219,7 +219,6 @@ Client::Client(
IrrlichtDevice *device,
const char *playername,
std::string password,
- bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@@ -283,34 +282,6 @@ Client::Client(
m_env.addPlayer(player);
}
- if (g_settings->getBool("enable_local_map_saving")
- && !is_simple_singleplayer_game) {
- const std::string world_path = porting::path_user + DIR_DELIM + "worlds"
- + DIR_DELIM + "server_" + g_settings->get("address")
- + "_" + g_settings->get("remote_port");
-
- SubgameSpec gamespec;
- if (!getWorldExists(world_path)) {
- gamespec = findSubgame(g_settings->get("default_game"));
- if (!gamespec.isValid())
- gamespec = findSubgame("minimal");
- } else {
- std::string world_gameid = getWorldGameId(world_path, false);
- gamespec = findWorldSubgame(world_path);
- }
- if (!gamespec.isValid()) {
- errorstream << "Couldn't find subgame for local map saving." << std::endl;
- return;
- }
-
- localserver = new Server(world_path, gamespec, false, false);
- localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
- localdb->beginSave();
- actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
- } else {
- localdb = NULL;
- }
-
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
}
@@ -321,6 +292,7 @@ void Client::Stop()
if (localdb != NULL) {
actionstream << "Local map saving ended" << std::endl;
localdb->endSave();
+ delete localserver;
}
}
@@ -363,9 +335,14 @@ Client::~Client()
}
}
-void Client::connect(Address address)
+void Client::connect(Address address,
+ const std::string &address_name,
+ bool is_local_server)
{
DSTACK(__FUNCTION_NAME);
+
+ initLocalMapSaving(address, address_name, is_local_server);
+
m_con.SetTimeoutMs(0);
m_con.Connect(address);
}
@@ -964,6 +941,41 @@ void Client::received_media()
<<std::endl;
}
+void Client::initLocalMapSaving(const Address &address,
+ const std::string &hostname,
+ bool is_local_server)
+{
+ localdb = NULL;
+
+ if (!g_settings->getBool("enable_local_map_saving") || is_local_server)
+ return;
+
+ const std::string world_path = porting::path_user
+ + DIR_DELIM + "worlds"
+ + DIR_DELIM + "server_"
+ + hostname + "_" + to_string(address.getPort());
+
+ SubgameSpec gamespec;
+
+ if (!getWorldExists(world_path)) {
+ gamespec = findSubgame(g_settings->get("default_game"));
+ if (!gamespec.isValid())
+ gamespec = findSubgame("minimal");
+ } else {
+ gamespec = findWorldSubgame(world_path);
+ }
+
+ if (!gamespec.isValid()) {
+ errorstream << "Couldn't find subgame for local map saving." << std::endl;
+ return;
+ }
+
+ localserver = new Server(world_path, gamespec, false, false);
+ localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
+ localdb->beginSave();
+ actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
+}
+
void Client::ReceiveAll()
{
DSTACK(__FUNCTION_NAME);
diff --git a/src/client.h b/src/client.h
index 9b1b63c0b..fd7e5f08d 100644
--- a/src/client.h
+++ b/src/client.h
@@ -305,7 +305,6 @@ public:
IrrlichtDevice *device,
const char *playername,
std::string password,
- bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@@ -325,11 +324,14 @@ public:
bool isShutdown();
+
/*
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
- void connect(Address address);
+ void connect(Address address,
+ const std::string &address_name,
+ bool is_local_server);
/*
Stuff that references the environment is valid only as
@@ -477,6 +479,10 @@ private:
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
+ void initLocalMapSaving(const Address &address,
+ const std::string &hostname,
+ bool is_local_server);
+
void ReceiveAll();
void Receive();
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