players.c
changeset 1787 79730785d7e7
parent 1576 a066e33fa297
child 1796 cae31916ae54
--- a/players.c	Wed May 11 00:00:27 2005 +0000
+++ b/players.c	Wed May 11 12:46:19 2005 +0000
@@ -672,12 +672,22 @@
 				NetworkUpdateClientInfo(ci->client_index);
 
 				if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
+					PlayerID player_backup = _local_player;
 					_network_player_info[p->index].months_empty = 0;
 
+					/* XXX - When a client joins, we automatically set it's name to the player's
+      		 * name (for some reason). As it stands now only the server knows the client's
+					 * name, so it needs to send out a "broadcast" to do this. To achieve this we send
+					 * a network command. However, it uses _local_player to execute the command as.
+					 * To prevent abuse (eg. only yourself can change your name/company), we 'cheat'
+					 * by impersonation _local_player as the server. Not the best solution; but it
+					 * works.
+					 * TODO: Perhaps this could be improved by when the client is ready with joining
+					 * to let it send itself the command, and not the server? For example in network_client.c:534? */
 					memcpy(_decode_parameters, ci->client_name, 32);
-					/* XXX - What are the consequents of this? It is needed, but is it bad? */
-					_docommand_recursive = 0;
-					DoCommandP(0, ci->client_playas-1, 0, NULL, CMD_CHANGE_PRESIDENT_NAME | CMD_MSG(STR_700D_CAN_T_CHANGE_PRESIDENT));
+					_local_player = ci->client_playas - 1;
+					NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
+					_local_player = player_backup;
 				}
 			}
 		} else {