nxn = 1;
-#if 1
while (again)
{
again = FALSE;
v = v->next;
}
}
-#else
- again:
- v = player->next;
- while (v)
- {
- if (v->number == nxn)
- {
- nxn++;
- goto again;
- }
- v = v->next;
- }
-#endif
player->number = nxn;
#if !defined(TARGET_SDL)
if (options.verbose)
Error(ERR_NETWORK_SERVER,
- "client %d (%s) starts game [level %d from levedir %d (%s)]",
+ "client %d (%s) starts game [level %d from leveldir %d (%s)]",
player->number, player->player_name,
(buffer[2] << 8) + buffer[3],
(buffer[4] << 8) + buffer[5],
- &buffer[6]);
+ &buffer[10]);
for (w = first_player; w; w = w->next)
if (w->introduced)
/* reset frame counter */
ServerFrameCounter = 0;
+ Error(ERR_NETWORK_SERVER, "resetting ServerFrameCounter to 0");
+
/* reset player actions */
for (v = first_player; v; v = v->next)
{
static void Handle_OP_STOP_PLAYING(struct NetworkServerPlayerInfo *player)
{
+ int cause_for_stopping = buffer[2];
+
if (options.verbose)
- Error(ERR_NETWORK_SERVER, "client %d (%s) stops game",
- player->number, player->player_name);
- broadcast(NULL, 2, 0);
+ Error(ERR_NETWORK_SERVER, "client %d (%s) stops game [%d]",
+ player->number, player->player_name, cause_for_stopping);
+ broadcast(NULL, 3, 0);
}
static void Handle_OP_MOVE_PLAYER(struct NetworkServerPlayerInfo *player)
broadcast(NULL, 6 + last_client_nr, 0);
+#if 0
+ Error(ERR_NETWORK_SERVER, "sending ServerFrameCounter value %d",
+ ServerFrameCounter);
+#endif
+
ServerFrameCounter++;
}