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
This commit is contained in:
Rafael Barreto
2010-07-15 15:17:27 +00:00
parent 822ec7f895
commit 173fc6efac
3 changed files with 43 additions and 40 deletions
+5 -4
View File
@@ -837,7 +837,7 @@ int main(int argc, char **argv)
quitdirectly = true;
}
break;
// case 'd': dedicated = true; break; // FIXME why someone would run a dedicated client?
case 'd': dedicated = true; break;
case 't': fullscreen = atoi(a); break;
case 'w': scr_w = atoi(a); break;
case 'h': scr_h = atoi(a); break;
@@ -869,11 +869,12 @@ int main(int argc, char **argv)
if(highprocesspriority) setprocesspriority(true);
#endif
initlog("net");
if (!dedicated) initlog("net");
if(enet_initialize()<0) fatal("Unable to initialise network module");
initclient();
initserver(dedicated); // never returns if dedicated // FIXME crashes if dedicated:: initserver(true) is called inside server.cpp::main
if (!dedicated) initclient();
//FIXME the server executed in this way does not catch the SIGTERM or ^C
initserver(dedicated,argc,argv); // never returns if dedicated
initlog("world");
empty_world(7, true);