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Fix local map saving when joining a local server from the server tab

Disables local map saving for all local server types

See: https://github.com/minetest/minetest/issues/2024
This commit is contained in:
Craig Robbins 2015-01-31 00:33:23 +10:00
parent 4d15d63134
commit 38561023b4
3 changed files with 55 additions and 35 deletions

View file

@ -1923,7 +1923,6 @@ bool Game::createSingleplayerServer(const std::string map_dir,
try {
bind_addr.Resolve(bind_str.c_str());
*address = bind_str;
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
@ -2121,6 +2120,7 @@ bool Game::connectToServer(const std::string &playername,
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
bool local_server_mode = false;
showOverlayMessage("Resolving address...", 0, 15);
@ -2138,6 +2138,7 @@ bool Game::connectToServer(const std::string &playername,
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
@ -2154,7 +2155,7 @@ bool Game::connectToServer(const std::string &playername,
}
client = new Client(device,
playername.c_str(), password, simple_singleplayer_mode,
playername.c_str(), password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6());
@ -2168,7 +2169,8 @@ bool Game::connectToServer(const std::string &playername,
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address);
client->connect(connect_address, *address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection