Fix local map saving when joining a local server from the server tab

Disables local map saving for all local server types

See: https://github.com/minetest/minetest/issues/2024
This commit is contained in:
Craig Robbins 2015-01-31 00:33:23 +10:00
parent 4d15d63134
commit 38561023b4
3 changed files with 55 additions and 35 deletions

@ -219,7 +219,6 @@ Client::Client(
IrrlichtDevice *device,
const char *playername,
std::string password,
bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@ -283,34 +282,6 @@ Client::Client(
m_env.addPlayer(player);
}
if (g_settings->getBool("enable_local_map_saving")
&& !is_simple_singleplayer_game) {
const std::string world_path = porting::path_user + DIR_DELIM + "worlds"
+ DIR_DELIM + "server_" + g_settings->get("address")
+ "_" + g_settings->get("remote_port");
SubgameSpec gamespec;
if (!getWorldExists(world_path)) {
gamespec = findSubgame(g_settings->get("default_game"));
if (!gamespec.isValid())
gamespec = findSubgame("minimal");
} else {
std::string world_gameid = getWorldGameId(world_path, false);
gamespec = findWorldSubgame(world_path);
}
if (!gamespec.isValid()) {
errorstream << "Couldn't find subgame for local map saving." << std::endl;
return;
}
localserver = new Server(world_path, gamespec, false, false);
localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
localdb->beginSave();
actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
} else {
localdb = NULL;
}
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
}
@ -321,6 +292,7 @@ void Client::Stop()
if (localdb != NULL) {
actionstream << "Local map saving ended" << std::endl;
localdb->endSave();
delete localserver;
}
}
@ -363,9 +335,14 @@ Client::~Client()
}
}
void Client::connect(Address address)
void Client::connect(Address address,
const std::string &address_name,
bool is_local_server)
{
DSTACK(__FUNCTION_NAME);
initLocalMapSaving(address, address_name, is_local_server);
m_con.SetTimeoutMs(0);
m_con.Connect(address);
}
@ -964,6 +941,41 @@ void Client::received_media()
<<std::endl;
}
void Client::initLocalMapSaving(const Address &address,
const std::string &hostname,
bool is_local_server)
{
localdb = NULL;
if (!g_settings->getBool("enable_local_map_saving") || is_local_server)
return;
const std::string world_path = porting::path_user
+ DIR_DELIM + "worlds"
+ DIR_DELIM + "server_"
+ hostname + "_" + to_string(address.getPort());
SubgameSpec gamespec;
if (!getWorldExists(world_path)) {
gamespec = findSubgame(g_settings->get("default_game"));
if (!gamespec.isValid())
gamespec = findSubgame("minimal");
} else {
gamespec = findWorldSubgame(world_path);
}
if (!gamespec.isValid()) {
errorstream << "Couldn't find subgame for local map saving." << std::endl;
return;
}
localserver = new Server(world_path, gamespec, false, false);
localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
localdb->beginSave();
actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
}
void Client::ReceiveAll()
{
DSTACK(__FUNCTION_NAME);

@ -305,7 +305,6 @@ public:
IrrlichtDevice *device,
const char *playername,
std::string password,
bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@ -325,11 +324,14 @@ public:
bool isShutdown();
/*
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
void connect(Address address);
void connect(Address address,
const std::string &address_name,
bool is_local_server);
/*
Stuff that references the environment is valid only as
@ -477,6 +479,10 @@ private:
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void initLocalMapSaving(const Address &address,
const std::string &hostname,
bool is_local_server);
void ReceiveAll();
void Receive();

@ -1923,7 +1923,6 @@ bool Game::createSingleplayerServer(const std::string map_dir,
try {
bind_addr.Resolve(bind_str.c_str());
*address = bind_str;
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
@ -2121,6 +2120,7 @@ bool Game::connectToServer(const std::string &playername,
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
bool local_server_mode = false;
showOverlayMessage("Resolving address...", 0, 15);
@ -2138,6 +2138,7 @@ bool Game::connectToServer(const std::string &playername,
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
@ -2154,7 +2155,7 @@ bool Game::connectToServer(const std::string &playername,
}
client = new Client(device,
playername.c_str(), password, simple_singleplayer_mode,
playername.c_str(), password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6());
@ -2168,7 +2169,8 @@ bool Game::connectToServer(const std::string &playername,
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address);
client->connect(connect_address, *address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection