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https://github.com/wesnoth/wesnoth
synced 2025-05-01 16:27:48 +00:00
rather log ids than (possibly translated) names
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1a6e6303d9
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@ -87,9 +87,9 @@ std::string describe_turns(int turn, const std::string& num_turns)
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void game::start_game(const player_map::const_iterator starter) {
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LOG_GAME << network::ip_address(starter->first) << "\t" << starter->second.name()
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<< "\tstarted game:\t\"" << name_ << "\" (" << id_
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<< ").\tSettings: map: " << level_["name"]
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<< "). Settings: map: " << level_["id"]
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<< "\tera: " << (level_.child("era") != NULL
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? level_.child("era")->get_attribute("name") : "")
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? level_.child("era")->get_attribute("id") : "")
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<< "\tXP: " << level_["experience_modifier"]
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<< "\tGPV: " << level_["mp_village_gold"]
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<< "\tfog: " << level_["mp_fog"]
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@ -352,7 +352,7 @@ void game::transfer_side_control(const network::connection sock, const config& c
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send_data(construct_server_message(name + " becomes an observer."));
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// Update the client side observer list for everyone except player.
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config observer_join;
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observer_join.add_child("observer").values["name"] = name;
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observer_join.add_child("observer")["name"] = name;
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send_data(observer_join, sock);
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// If this player was the host of the game, choose another player.
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if (sock == owner_) {
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@ -366,6 +366,7 @@ void game::transfer_side_control(const network::connection sock, const config& c
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send_data(construct_server_message(newplayer_name
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+ " has been chosen as the new host."));
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}
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notify_new_host();
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}
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}
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side_controllers_[side_num - 1] = "network";
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@ -408,7 +409,6 @@ void game::transfer_side_control(const network::connection sock, const config& c
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sides_[side_num - 1] = owner_;
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}
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}
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notify_new_host();
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}
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// If we gave the new side to an observer add him to players_.
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@ -420,7 +420,7 @@ void game::transfer_side_control(const network::connection sock, const config& c
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// Send everyone a message saying that the observer who is taking the
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// side has quit.
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config observer_quit;
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observer_quit.add_child("observer_quit").values["name"] = newplayer_name;
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observer_quit.add_child("observer_quit")["name"] = newplayer_name;
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send_data(observer_quit);
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}
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}
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@ -455,7 +455,7 @@ bool game::describe_slots() {
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snprintf(buf,sizeof(buf), "%d/%d", available_slots, num_sides);
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if (buf != (*description_)["slots"]) {
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description_->values["slots"] = buf;
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(*description_)["slots"] = buf;
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return true;
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} else {
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return false;
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@ -763,7 +763,7 @@ void game::add_player(const network::connection player, const bool observer) {
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DBG_GAME << "adding observer...\n";
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observers_.push_back(player);
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config observer_join;
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observer_join.add_child("observer").values["name"] = user->second.name();
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observer_join.add_child("observer")["name"] = user->second.name();
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// Send observer join to everyone except the new observer.
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send_data(observer_join, player);
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}
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@ -979,7 +979,7 @@ void game::send_observerjoins(const network::connection sock) const {
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continue;
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}
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config cfg;
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cfg.add_child("observer").values["name"] = obs->second.name();
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cfg.add_child("observer")["name"] = obs->second.name();
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if (sock == 0) {
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// Send to everyone except the observer in question.
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send_data(cfg, *ob);
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@ -1070,16 +1070,16 @@ void server::process_data_game(const network::connection sock, const config& dat
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<< ") while the scenario is not yet initialized.";
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return;
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}
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const config& s = *data.child("store_next_scenario");
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LOG_SERVER << network::ip_address(sock) << "\t" << pl->second.name()
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<< "\tadvanced game:\t\"" << g->name() << "\" ("
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<< g->id() << ") to the next scenario.\n";
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<< g->id() << ") to the next scenario: '" << s["id"] << "'.\n";
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if (g->description() == NULL) {
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ERR_SERVER << network::ip_address(sock) << "\tERROR: \""
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<< g->name() << "\" (" << g->id()
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<< ") is initialized but has no description_.\n";
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return;
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}
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const config& s = *data.child("store_next_scenario");
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config& desc = *g->description();
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// Update the game's description.
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// If there is no shroud, then tell players in the lobby
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