server shouldn't update client ping in local games

This commit is contained in:
Max-Wilhelm Bruker 2010-09-09 03:41:01 +02:00
parent 62bf2572a9
commit daf1fa18aa
5 changed files with 11 additions and 5 deletions

View file

@ -27,6 +27,7 @@
#include "protocol.h"
class QTimer;
class Server;
class Server_Game : public QObject {
Q_OBJECT
@ -50,7 +51,7 @@ signals:
private slots:
void pingClockTimeout();
public:
Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, QObject *parent = 0);
Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server *parent);
~Server_Game();
Server_Player *getCreator() const { return creator; }
QString getCreatorName() const { return creator ? creator->getPlayerName() : QString(); }