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Fix client "double saving" simple singleplayer local maps
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5413ed1195
commit
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@ -219,6 +219,7 @@ Client::Client(
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IrrlichtDevice *device,
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const char *playername,
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std::string password,
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bool is_simple_singleplayer_game,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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@ -280,7 +281,8 @@ Client::Client(
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m_env.addPlayer(player);
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}
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if (g_settings->getBool("enable_local_map_saving")) {
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if (g_settings->getBool("enable_local_map_saving")
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&& !is_simple_singleplayer_game) {
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const std::string world_path = porting::path_user + DIR_DELIM + "worlds"
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+ DIR_DELIM + "server_" + g_settings->get("address")
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+ "_" + g_settings->get("remote_port");
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@ -305,6 +305,7 @@ public:
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IrrlichtDevice *device,
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const char *playername,
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std::string password,
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bool is_simple_singleplayer_game,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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@ -2103,9 +2103,11 @@ bool Game::connectToServer(const std::string &playername,
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return false;
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}
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client = new Client(device, playername.c_str(), password, *draw_control,
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texture_src, shader_src, itemdef_manager, nodedef_manager, sound,
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eventmgr, connect_address.isIPv6());
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client = new Client(device,
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playername.c_str(), password, simple_singleplayer_mode,
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*draw_control, texture_src, shader_src,
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itemdef_manager, nodedef_manager, sound, eventmgr,
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connect_address.isIPv6());
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if (!client)
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return false;
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