(svn r4268) - Delete the network-copy of the Patches struct as it is not needed anymore. All relevant patch-settings that are changed by a network-game are those that are saved with a savegame, so these are not affected for loaded games (since Patches are saved with them). Also there is a distinction between in-game patch settings and default patch settings and this is not affected in MP. Thus this temp copy can be removed.
authorDarkvater
Mon, 03 Apr 2006 19:09:20 +0000
changeset 3438 d973325fdc65
parent 3437 044111ac24cf
child 3439 60f16e7f2573
(svn r4268) - Delete the network-copy of the Patches struct as it is not needed anymore. All relevant patch-settings that are changed by a network-game are those that are saved with a savegame, so these are not affected for loaded games (since Patches are saved with them). Also there is a distinction between in-game patch settings and default patch settings and this is not affected in MP. Thus this temp copy can be removed.
network.c
--- a/network.c	Mon Apr 03 18:31:01 2006 +0000
+++ b/network.c	Mon Apr 03 19:09:20 2006 +0000
@@ -40,10 +40,6 @@
 // The listen socket for the server
 static SOCKET _listensocket;
 
-// Network copy of patches, so the patches of a client are not fucked up
-//  after he joined a server
-static Patches network_tmp_patches;
-
 // The amount of clients connected
 static byte _network_clients_connected = 0;
 // The index counter for new clients (is never decreased)
@@ -651,8 +647,6 @@
 
 	ShowJoinStatusWindow();
 
-	memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
-
 	return true;
 }
 
@@ -1087,10 +1081,6 @@
 		free(p);
 	}
 
-	if (_networking && !_network_server) {
-		memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
-	}
-
 	_networking = false;
 	_network_server = false;
 }