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:
@@ -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//stop any active campaign save transfers, they're outdated now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/*//stop any active campaign save transfers, they're outdated now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
|
||||
|
||||
Reference in New Issue
Block a user