- Remove "server crashed" message on server shutdown caused by local client disconnect.

- Stop demo recording on a new gamestate packet so the demo won't end with a new level load.
This commit is contained in:
Thilo Schulz 2006-10-27 12:49:55 +00:00
parent 78e6b4a904
commit 90208be35a
4 changed files with 19 additions and 8 deletions

View file

@ -262,9 +262,6 @@ void QDECL Com_Error( int code, const char *fmt, ... ) {
code = ERR_FATAL;
}
// make sure we can get at our local stuff
FS_PureServerSetLoadedPaks( "", "" );
// if we are getting a solid stream of ERR_DROP, do an ERR_FATAL
currentTime = Sys_Milliseconds();
if ( currentTime - lastErrorTime < 100 ) {
@ -285,20 +282,22 @@ void QDECL Com_Error( int code, const char *fmt, ... ) {
vsprintf (com_errorMessage,fmt,argptr);
va_end (argptr);
if ( code != ERR_DISCONNECT && code != ERR_NEED_CD ) {
if (code != ERR_DISCONNECT && code != ERR_NEED_CD)
Cvar_Set("com_errorMessage", com_errorMessage);
}
if ( code == ERR_SERVERDISCONNECT ) {
if (code == ERR_DISCONNECT || code == ERR_SERVERDISCONNECT) {
CL_Disconnect( qtrue );
CL_FlushMemory( );
// make sure we can get at our local stuff
FS_PureServerSetLoadedPaks("", "");
com_errorEntered = qfalse;
longjmp (abortframe, -1);
} else if ( code == ERR_DROP || code == ERR_DISCONNECT ) {
} else if (code == ERR_DROP) {
Com_Printf ("********************\nERROR: %s\n********************\n", com_errorMessage);
SV_Shutdown (va("Server crashed: %s", com_errorMessage));
CL_Disconnect( qtrue );
CL_FlushMemory( );
FS_PureServerSetLoadedPaks("", "");
com_errorEntered = qfalse;
longjmp (abortframe, -1);
} else if ( code == ERR_NEED_CD ) {
@ -311,6 +310,7 @@ void QDECL Com_Error( int code, const char *fmt, ... ) {
} else {
Com_Printf("Server didn't have CD\n" );
}
FS_PureServerSetLoadedPaks("", "");
longjmp (abortframe, -1);
} else {
CL_Shutdown ();