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Stop connecting to the lobbyserver when it doesn't accept the game
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jochumdev committed Jan 27, 2011
1 parent 3b26635 commit abcd0a4
Showing 1 changed file with 2 additions and 3 deletions.
5 changes: 2 additions & 3 deletions lib/netplay/netplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1997,7 +1997,7 @@ static ssize_t readLobbyResponse(Socket* sock, unsigned int timeout)
if (lobbyStatusCode / 100 != 2) // Check whether status code is 2xx (success)
{
debug(LOG_ERROR, "Lobby error (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
return SOCKET_ERROR;
return received;
}

debug(LOG_NET, "Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
Expand Down Expand Up @@ -2435,8 +2435,7 @@ static void NETallowJoining(void)
}
NETfixDuplicatePlayerNames();

// Make sure the master server gets updated by disconnecting from it
// NETallowJoining will reconnect, NOT NEEDED - Fastdeath
// Send the updated GAMESTRUCT to the masterserver
NETregisterServer(2);


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