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.
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3a12dccac7
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1a20772ccd
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@ -674,7 +674,6 @@ bool NetPlayClient::StartGame(const std::string &path)
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_START_GAME;
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*spac << m_current_game;
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*spac << (char *)&g_NetPlaySettings;
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SendAsync(spac);
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if (m_is_running.load())
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