Joining a session 'works' but neither the client nor the host reacts to one another, yet.
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@@ -28,7 +28,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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return false;
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}
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session));
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
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if(settings.online) {
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if(instance->game_networking.api != NULL) {
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@@ -57,7 +57,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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bool game_instance_join_session(Game_Instance *instance, const char *session_id) {
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assert(instance != NULL);
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printf("Trying to join a session ...\n");
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printf("Trying to join a session '%s' ...\n", session_id);
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if(instance->game_session != NULL) {
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printf("Failed. A session is already active.\n");
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@@ -68,8 +68,14 @@ bool game_instance_join_session(Game_Instance *instance, const char *session_id)
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printf("Failed. Network is already active.\n");
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return false;
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}
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return false;
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
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if(!networking_try_join(&instance->game_networking, instance->game_session, session_id)) {
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return false;
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}
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return true;
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}
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bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input) {
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