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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-08-28 18:01:15 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-08-28 18:01:15 +0000
commitb506fe0ff8a2039167aa7c349087af4dd03e1921 (patch)
tree36989bca6fa259815f92e1d3553b4cc97d8f8133 /src/game.cpp
parentb98b6256262da9aafd9e8e1f93744db321d4d1ad (diff)
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Applied patch put together by Jaxad0127 with changes from the Aethyra project.
Improves compatibility with the newer version of eAthena and works around an initialization bug.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 37375ca2..aaf5242c 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -69,6 +69,7 @@
#include "gui/trade.h"
#include "gui/viewport.h"
+#include "net/protocol.h"
#include "net/beinghandler.h"
#include "net/buysellhandler.h"
#include "net/chathandler.h"
@@ -80,6 +81,7 @@
#include "net/playerhandler.h"
#include "net/skillhandler.h"
#include "net/tradehandler.h"
+#include "net/messageout.h"
#include "resources/imagewriter.h"
@@ -260,7 +262,7 @@ void destroyGuiWindows()
Game::Game(Network *network):
mNetwork(network),
- mBeingHandler(new BeingHandler()),
+ mBeingHandler(new BeingHandler(config.getValue("EnableSync", 0) == 1)),
mBuySellHandler(new BuySellHandler()),
mChatHandler(new ChatHandler()),
mEquipmentHandler(new EquipmentHandler()),
@@ -291,7 +293,6 @@ Game::Game(Network *network):
// Initialize beings
beingManager->setPlayer(player_node);
player_node->setNetwork(network);
- engine->changeMap(map_path);
Joystick::init();
// TODO: The user should be able to choose which one to use
@@ -311,6 +312,25 @@ Game::Game(Network *network):
network->registerHandler(mPlayerHandler.get());
network->registerHandler(mSkillHandler.get());
network->registerHandler(mTradeHandler.get());
+
+ /*
+ * THIS IS A TEMPORARY WORKAROUND!
+ *
+ * To prevent the server from sending data before the client has
+ * initialized, it's been modified to wait for a "ping" from the client to
+ * complete its initialization.
+ *
+ * The real fix is to make sure we are not throwing away messages in the
+ * network buffer due to not having registered the handlers above straight
+ * after receiving a login success from the map server.
+ *
+ * The response from eAthena on this packet is ignored by the client.
+ */
+ MessageOut msg(mNetwork);
+ msg.writeInt16(CMSG_CLIENT_PING);
+ msg.writeInt32(tick_time);
+
+ engine->changeMap(map_path);
}
Game::~Game()