revert ugly hack and fix the client/server problem (thanks to WahnFred)
tbh, i do not believe it is fixed yet :P git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5377 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+5
-4
@@ -837,7 +837,7 @@ int main(int argc, char **argv)
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quitdirectly = true;
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}
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break;
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// case 'd': dedicated = true; break; // FIXME why someone would run a dedicated client?
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case 'd': dedicated = true; break;
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case 't': fullscreen = atoi(a); break;
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case 'w': scr_w = atoi(a); break;
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case 'h': scr_h = atoi(a); break;
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@@ -869,11 +869,12 @@ int main(int argc, char **argv)
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if(highprocesspriority) setprocesspriority(true);
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#endif
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initlog("net");
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if (!dedicated) initlog("net");
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if(enet_initialize()<0) fatal("Unable to initialise network module");
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initclient();
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initserver(dedicated); // never returns if dedicated // FIXME crashes if dedicated:: initserver(true) is called inside server.cpp::main
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if (!dedicated) initclient();
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//FIXME the server executed in this way does not catch the SIGTERM or ^C
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initserver(dedicated,argc,argv); // never returns if dedicated
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initlog("world");
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empty_world(7, true);
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