do not send the full gamelist when not neccessary
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61e0cc38b3
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5c9c648d86
1 changed files with 2 additions and 12 deletions
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@ -1420,7 +1420,7 @@ void server::process_data_game(const network::connection sock,
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const simple_wml::node& change = *data.child("change_controller");
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g->transfer_side_control(sock, change);
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if (g->describe_slots()) {
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send_gamelist_diff();
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update_game_in_lobby(g);
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}
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// FIXME: Why not save it in the history_? (if successful)
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return;
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@ -1445,7 +1445,7 @@ void server::process_data_game(const network::connection sock,
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if (user) {
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lobby_.add_player(user, true);
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if (g->describe_slots()) {
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send_gamelist_diff(user);
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update_game_in_lobby(g, user);
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}
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// Send the removed user the lobby game list.
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send_doc(games_and_users_list_, user);
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@ -1539,16 +1539,6 @@ void server::delete_game(std::vector<game*>::iterator game_it) {
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games_.erase(game_it);
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}
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void server::send_gamelist_diff(network::connection exclude)
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{
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//for nowe we send the full game and users list every time, and then
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//send an empty diff to let the clients know they should do an update
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lobby_.send_data(games_and_users_list_, exclude);
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static simple_wml::document empty_gamelist_diff_doc("[gamelist_diff]\n[/gamelist_diff]\n", simple_wml::INIT_COMPRESSED);
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lobby_.send_data(empty_gamelist_diff_doc, exclude);
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}
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void server::update_game_in_lobby(const game* g, network::connection exclude)
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{
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simple_wml::document diff;
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