cvar_t net_messagetimeout = {0, "net_messagetimeout","300"};
cvar_t hostname = {CVAR_SAVE, "hostname", "UNNAMED"};
+cvar_t developer_networking = {0, "developer_networking", "0"};
qboolean configRestored = false;
if (hostCacheCount)
Con_Printf("== end list ==\n\n");
else
- {
- if (gamemode == GAME_TRANSFUSION)
- Con_Printf("No Transfusion servers found.\n\n");
- else
- Con_Printf("No Quake servers found.\n\n");
- }
+ Con_Printf("No %s servers found.\n\n", gamename);
}
if (! slistSilent)
{
- if (gamemode == GAME_TRANSFUSION)
- Con_Printf("Looking for Transfusion servers...\n");
- else
- Con_Printf("Looking for Quake servers...\n");
+ Con_Printf("Looking for %s servers...\n", gamename);
PrintSlistHeader();
}
qbyte state [MAX_SCOREBOARD];
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- state[i] = (host_client->netconnection && host_client->active) ? 0 : 2;
+ {
+ state[i] = 2;
+ if (host_client->netconnection && host_client->active)
+ {
+ if (host_client->netconnection->driver == 0)
+ NET_SendMessage(host_client->netconnection, data);
+ else
+ state[i] = 0;
+ }
+ }
// for every player (simultaneously) wait for the first CanSendMessage
// and send the message, then wait for a second CanSendMessage (verifying
{
if (state[i] < 2)
{
+ count++;
// need to send to this one
if (NET_CanSendMessage (host_client->netconnection))
{
- if (state[i] == 0)
- {
- if (NET_SendMessage (host_client->netconnection, data) == 1)
- state[i] = 2; // connection lost
- else
- count++;
- }
+ if (state[i] == 0 && NET_SendMessage (host_client->netconnection, data) == -1)
+ state[i] = 2; // connection lost
state[i]++;
}
else
- {
NET_GetMessage (host_client->netconnection);
- count++;
- }
}
}
}
Cvar_RegisterVariable (&net_messagetimeout);
Cvar_RegisterVariable (&hostname);
+ Cvar_RegisterVariable (&developer_networking);
Cmd_AddCommand ("net_slist", NET_Slist_f);
Cmd_AddCommand ("net_inetslist", NET_InetSlist_f);