From 1a20772ccd220730347f355f182048079c1710cd Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Thu, 21 Jan 2016 04:37:18 -0600 Subject: [PATCH] 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. --- Source/Core/Core/NetPlayClient.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/Source/Core/Core/NetPlayClient.cpp b/Source/Core/Core/NetPlayClient.cpp index d627c1fdb0..75bb864a57 100644 --- a/Source/Core/Core/NetPlayClient.cpp +++ b/Source/Core/Core/NetPlayClient.cpp @@ -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())