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raw | patch | inline | side by side (parent: b55db3d)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 13 Oct 2019 17:56:22 +0000 (20:56 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 13 Oct 2019 17:57:47 +0000 (20:57 +0300) |
src/game/g_netmsg.pas | patch | blob | history |
diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 244b2ebd716ef55a21674fbd4b375f9c2324aad8..1c44acacf18cd4b437c528ac620b1c3c4c168f2d 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]);
//e_LogWritefln('spawning player with pid #%u...', [PID]);
//Respawn(gGameSettings.GameType = GT_SINGLE);
- //k8: no, do not spawn a player yet, wait for a 'i am ready' packet
+ //k8: no, do not spawn a player yet, wait for "request full state" packet
Lives := 0;
Spectate;
FNoRespawn := True;
- FWantsInGame := false; // TODO: look into this later
+ // `FWantsInGame` seems to mean "spawn the player on the next occasion".
+ // that is, if we'll set it to `true`, the player can be spawned after
+ // warmup time ran out, for example, regardless of the real player state.
+ // also, this seems to work only for the initial connection. further
+ // map changes could initiate resource downloading, but the player will
+ // be spawned immediately.
+ // the proper solution will require another player state, "ephemeral".
+ // the player should start any map in "ephemeral" state, and turned into
+ // real mobj only when they sent a special "i am ready" packet. this packet
+ // must be sent after receiving the full state, so the player will get a full
+ // map view before going into game.
+ FWantsInGame := false;
C^.WaitForFirstSpawn := true;
end;
end;