diff options
author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2011-12-02 23:53:45 +0100 |
---|---|---|
committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-02-24 20:44:13 +0100 |
commit | dd20c7f6148cc8b8b627028e25e817cc1cab063b (patch) | |
tree | b7c9900c8b01aa67a496cd92276a166450817761 /src/game-server/accountconnection.cpp | |
parent | 9860dacbb6526138ae8edf57adc42ddc3e6073fa (diff) | |
download | manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.gz manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.bz2 manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.xz manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.zip |
Added possibility to reserve maps
If you set net_gameServerName you can now reserve maps in the maps.xml.
There you have to add the servername - property to the <map> tag.
Then the map will only be activated by that server.
Also changed the activate sequence that the account server now tells the game
server what maps to activate (previously the server requested all maps and the
account server said yes or no).
TODO: Fix general inter server map switching.
Diffstat (limited to 'src/game-server/accountconnection.cpp')
-rw-r--r-- | src/game-server/accountconnection.cpp | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/src/game-server/accountconnection.cpp b/src/game-server/accountconnection.cpp index 3b58e347..0507eb09 100644 --- a/src/game-server/accountconnection.cpp +++ b/src/game-server/accountconnection.cpp @@ -77,6 +77,8 @@ bool AccountConnection::start(int gameServerPort) LOG_INFO("Connection established to the account server."); + const std::string gameServerName = + Configuration::getValue("net_gameServerName", "server1"); const std::string gameServerAddress = Configuration::getValue("net_publicGameHost", Configuration::getValue("net_gameHost", @@ -84,18 +86,13 @@ bool AccountConnection::start(int gameServerPort) const std::string password = Configuration::getValue("net_password", "changeMe"); - // Register with the account server and send the list of maps we handle + // Register with the account server MessageOut msg(GAMSG_REGISTER); + msg.writeString(gameServerName); msg.writeString(gameServerAddress); msg.writeInt16(gameServerPort); msg.writeString(password); msg.writeInt32(itemManager->getDatabaseVersion()); - const MapManager::Maps &m = MapManager::getMaps(); - for (MapManager::Maps::const_iterator i = m.begin(), i_end = m.end(); - i != i_end; ++i) - { - msg.writeInt16(i->first); - } send(msg); // initialize sync buffer |