--- a/players.c Sun May 15 18:43:36 2005 +0000
+++ b/players.c Sun May 15 18:50:55 2005 +0000
@@ -691,16 +691,18 @@
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 - When a client joins, we automatically set its 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? */
+ _cmd_text = ci->client_name;
_local_player = ci->client_playas - 1;
NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
_local_player = player_backup;