Stops netplay clients from failing to send settings on game start

Clients have no need to send their configuration information on start and the server straight out ignores it.
Not to mention it shouldn't try sending a struct as a null terminated string.

Cleans up how the server sends the configuration slightly as well.
This commit is contained in:
Ryan Houdek 2016-01-21 04:37:18 -06:00
parent 3a12dccac7
commit 1a20772ccd
1 changed files with 0 additions and 1 deletions

View File

@ -674,7 +674,6 @@ bool NetPlayClient::StartGame(const std::string &path)
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_START_GAME;
*spac << m_current_game;
*spac << (char *)&g_NetPlaySettings;
SendAsync(spac);
if (m_is_running.load())