fixup party full bell

after fix of bug #21578, the behavior from 1.10, in which game may not
start until all sides have chosen factions as needed, was restored.
we move the party full bell appropriately.
This commit is contained in:
Chris Beck 2014-03-17 00:13:25 -04:00
parent 186e66cec6
commit 886c2390d8
2 changed files with 6 additions and 5 deletions

View file

@ -595,11 +595,6 @@ void connect::update_playerlist_state(bool silent)
set_user_list(playerlist, silent);
set_user_menu_items(playerlist);
}
if (!silent && !engine_.sides_available() && engine_.can_start_game()) {
DBG_MP << "play party full sound" << std::endl;
sound::play_UI_sound(game_config::sounds::party_full_bell);
}
}
} // end namespace mp

View file

@ -21,6 +21,7 @@
#include "map.hpp"
#include "multiplayer_ui.hpp"
#include "mp_game_utils.hpp"
#include "sound.hpp"
#include "tod_manager.hpp"
#include <boost/foreach.hpp>
@ -712,9 +713,14 @@ std::pair<bool, bool> connect_engine::process_network_data(const config& data,
if (const config& change_faction = data.child("change_faction")) {
int side_taken = find_user_side_index_by_id(change_faction["name"]);
if (side_taken != -1 || !first_scenario_) {
bool was_waiting_for_faction = side_engines_[side_taken]->waiting_to_choose_faction();
import_user(change_faction, false, side_taken);
update_and_send_diff();
if (was_waiting_for_faction && can_start_game()) {
DBG_MP << "play party full sound" << std::endl;
sound::play_UI_sound(game_config::sounds::party_full_bell);
}
}
}