Clients send the latest received campaign ID to the server when in the lobby instead of requesting it once with a reliable message. -> Now the server reattempts sending the save file if the transfer fails at either end.

This commit is contained in:
Joonas Rikkonen
2017-11-23 20:16:47 +02:00
parent 18db667c1e
commit 4689bec441
6 changed files with 61 additions and 19 deletions
@@ -356,7 +356,7 @@ namespace Barotrauma
//server has a newer save file
if (NetIdUtils.IdMoreRecent(saveID, campaign.PendingSaveID))
{
//stop any active campaign save transfers, they're outdated now
/*//stop any active campaign save transfers, they're outdated now
List<FileReceiver.FileTransferIn> saveTransfers =
GameMain.Client.FileReceiver.ActiveTransfers.FindAll(t => t.FileType == FileTransferType.CampaignSave);
@@ -365,7 +365,7 @@ namespace Barotrauma
GameMain.Client.FileReceiver.StopTransfer(transfer);
}
GameMain.Client.RequestFile(FileTransferType.CampaignSave, null, null);
GameMain.Client.RequestFile(FileTransferType.CampaignSave, null, null);*/
campaign.PendingSaveID = saveID;
}
//we've got the latest save file