diff options
Diffstat (limited to 'Minecraft.Client/Common/Network/GameNetworkManager.cpp')
| -rw-r--r-- | Minecraft.Client/Common/Network/GameNetworkManager.cpp | 53 |
1 files changed, 34 insertions, 19 deletions
diff --git a/Minecraft.Client/Common/Network/GameNetworkManager.cpp b/Minecraft.Client/Common/Network/GameNetworkManager.cpp index a502dbfb..50aeae68 100644 --- a/Minecraft.Client/Common/Network/GameNetworkManager.cpp +++ b/Minecraft.Client/Common/Network/GameNetworkManager.cpp @@ -200,10 +200,12 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame #endif int64_t seed = 0; + bool dedicatedNoLocalHostPlayer = false; if (lpParameter != nullptr) { NetworkGameInitData *param = static_cast<NetworkGameInitData *>(lpParameter); seed = param->seed; + dedicatedNoLocalHostPlayer = param->dedicatedNoLocalHostPlayer; app.setLevelGenerationOptions(param->levelGen); if(param->levelGen != nullptr) @@ -359,9 +361,19 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame // PRIMARY PLAYER vector<ClientConnection *> createdConnections; - ClientConnection *connection; + ClientConnection *connection = nullptr; - if( g_NetworkManager.IsHost() ) + if( g_NetworkManager.IsHost() && dedicatedNoLocalHostPlayer ) + { + app.DebugPrintf("Dedicated server mode: skipping local host client connection\n"); + + // Keep telemetry behavior consistent with the host path. + INT multiplayerInstanceId = TelemetryManager->GenerateMultiplayerInstanceId(); + TelemetryManager->SetMultiplayerInstanceId(multiplayerInstanceId); + + app.SetGameMode( eMode_Multiplayer ); + } + else if( g_NetworkManager.IsHost() ) { connection = new ClientConnection(minecraft, nullptr); } @@ -390,16 +402,18 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame connection = new ClientConnection(minecraft, socket); } - if( !connection->createdOk ) + if (connection != nullptr) { - assert(false); - delete connection; - connection = nullptr; - MinecraftServer::HaltServer(); - return false; - } + if( !connection->createdOk ) + { + assert(false); + delete connection; + connection = nullptr; + MinecraftServer::HaltServer(); + return false; + } - connection->send(std::make_shared<PreLoginPacket>(minecraft->user->name)); + connection->send(std::make_shared<PreLoginPacket>(minecraft->user->name)); // Tick connection until we're ready to go. The stages involved in this are: // (1) Creating the ClientConnection sends a prelogin packet to the server @@ -434,9 +448,9 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame connection->close(); } - if( connection->isStarted() && !connection->isClosed() ) - { - createdConnections.push_back( connection ); + if( connection->isStarted() && !connection->isClosed() ) + { + createdConnections.push_back( connection ); int primaryPad = ProfileManager.GetPrimaryPad(); app.SetRichPresenceContext(primaryPad,CONTEXT_GAME_STATE_BLANK); @@ -533,13 +547,14 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame } } - app.SetGameMode( eMode_Multiplayer ); - } - else if ( connection->isClosed() || !IsInSession()) - { + app.SetGameMode( eMode_Multiplayer ); + } + else if ( connection->isClosed() || !IsInSession()) + { // assert(false); - MinecraftServer::HaltServer(); - return false; + MinecraftServer::HaltServer(); + return false; + } } |
