diff --git a/src/gui/dialogs/multiplayer/player_list_helper.cpp b/src/gui/dialogs/multiplayer/player_list_helper.cpp index 65304ab9bb64..38982f89f5f7 100644 --- a/src/gui/dialogs/multiplayer/player_list_helper.cpp +++ b/src/gui/dialogs/multiplayer/player_list_helper.cpp @@ -23,6 +23,13 @@ namespace gui2 player_list_helper::player_list_helper(window* window) : list_(find_widget(window, "player_list", false)) { + // add ourselves as the host + std::map data = { + { "player_type_icon", {{ "label", "misc/leader-crown.png~CROP(12, 1, 15, 15)"}}}, + { "player_name", {{ "label", preferences::login()}}} + }; + list_.add_row(data); + list_.select_row(0); } void player_list_helper::update_list(const config::const_child_itors& users) diff --git a/src/server/game.cpp b/src/server/game.cpp index 208f0ee07d29..eaa6681f15b7 100644 --- a/src/server/game.cpp +++ b/src/server/game.cpp @@ -133,11 +133,6 @@ game::game(player_connections& player_connections, // Mark the host as unavailable in the lobby. iter->info().mark_available(id_, name_); iter->info().set_status(player::PLAYING); - - // Send player list to the host. At this point, it only contains the host themelves. - // This *could* therefor be handled on the client side, but having the server send it - // means we can have the same code handle the player list UI in multiple dialogs. - send_user_list(); } game::~game()