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Use a separate transfer status for disconnected nodes
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parent
b882aea2e4
commit
b6e5837161
2 changed files with 12 additions and 9 deletions
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@ -562,7 +562,7 @@ static void SV_PrepareSendLuaFileToNextNode(void)
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// Find a client to send the file to
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for (i = 1; i < MAXNETNODES; i++)
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if (nodeingame[i] && luafiletransfers->nodestatus[i] == LFTNS_WAITING) // Node waiting
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if (luafiletransfers->nodestatus[i] == LFTNS_WAITING) // Node waiting
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{
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// Tell the client we're about to send them the file
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netbuffer->packettype = PT_SENDINGLUAFILE;
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@ -588,7 +588,7 @@ void SV_PrepareSendLuaFile(void)
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// Set status to "waiting" for everyone
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for (i = 0; i < MAXNETNODES; i++)
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luafiletransfers->nodestatus[i] = LFTNS_WAITING;
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luafiletransfers->nodestatus[i] = (nodeingame[i] ? LFTNS_WAITING : LFTNS_NONE);
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if (FIL_ReadFileOK(luafiletransfers->realfilename))
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{
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@ -649,12 +649,14 @@ void RemoveAllLuaFileTransfers(void)
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void SV_AbortLuaFileTransfer(INT32 node)
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{
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if (luafiletransfers
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&& (luafiletransfers->nodestatus[node] == LFTNS_ASKED
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|| luafiletransfers->nodestatus[node] == LFTNS_SENDING))
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if (luafiletransfers)
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{
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luafiletransfers->nodestatus[node] = LFTNS_WAITING;
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SV_PrepareSendLuaFileToNextNode();
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if (luafiletransfers->nodestatus[node] == LFTNS_ASKED
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|| luafiletransfers->nodestatus[node] == LFTNS_SENDING)
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{
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SV_PrepareSendLuaFileToNextNode();
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}
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luafiletransfers->nodestatus[node] = LFTNS_NONE;
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}
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}
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@ -85,10 +85,11 @@ boolean PT_RequestFile(INT32 node);
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typedef enum
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{
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LFTNS_NONE, // This node is not connected
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LFTNS_WAITING, // This node is waiting for the server to send the file
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LFTNS_ASKED, // The server has told the node they're ready to send the file
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LFTNS_ASKED, // The server has told the node they're ready to send the file
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LFTNS_SENDING, // The server is sending the file to this node
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LFTNS_SENT // The node already has the file
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LFTNS_SENT // The node already has the file
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} luafiletransfernodestatus_t;
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typedef struct luafiletransfer_s
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