MP Manager: removed game_config pointer
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2b2f334176
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e4d59af58a
1 changed files with 1 additions and 10 deletions
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@ -374,7 +374,6 @@ public:
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mp_manager(const std::string& host, saved_game& state)
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: network_worker()
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, stop(false)
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, game_config(&game_config_manager::get()->game_config())
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, state(state)
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, connection(nullptr)
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, lobby_info(::installed_addons())
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@ -442,10 +441,6 @@ public:
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gcm->reload_changed_game_config();
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gcm->load_game_config_for_create(true); // NOTE: Using reload_changed_game_config only doesn't seem to work here
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// Update gc pointer.
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// TODO: is this needed? The GCM is a singleton so it should always point to the same object, shouldn't it?
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game_config = &gcm->game_config();
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// This function does not refer to an addon database, it calls filesystem functions.
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// For the sanity of the mp lobby, this list should be fixed for the entire lobby session,
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// even if the user changes the contents of the addon directory in the meantime.
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@ -465,10 +460,6 @@ private:
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std::thread network_worker;
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std::atomic_bool stop;
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// TODO: refactor this out. It's really only passed through to the dialogs for the
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// minimap and the preferences dialog. Shouldn't need to be kept here.
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const game_config_view* game_config;
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saved_game& state;
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std::unique_ptr<wesnothd_connection> connection;
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@ -568,7 +559,7 @@ bool mp_manager::enter_lobby_mode()
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// We use a loop here to allow returning to the lobby if you, say, cancel game creation.
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while(true) {
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if(const config& cfg = game_config->child("lobby_music")) {
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if(const config& cfg = game_config_manager::get()->game_config().child("lobby_music")) {
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for(const config& i : cfg.child_range("music")) {
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sound::play_music_config(i);
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}
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