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#248: support enabling AI module at run-time

Move /sim/ai/enabled check behind the MP enabled check.
This commit is contained in:
ThorstenB 2012-04-30 17:48:13 +02:00
parent 9b51c5e87e
commit a2c2373758

View file

@ -406,12 +406,6 @@ FGMultiplayMgr::init (void)
fgSetBool("/sim/multiplay/online", false); fgSetBool("/sim/multiplay/online", false);
if (!fgGetBool("/sim/ai/enabled"))
{
// multiplayer depends on AI module
fgSetBool("/sim/ai/enabled", true);
}
////////////////////////////////////////////////// //////////////////////////////////////////////////
// Set members from property values // Set members from property values
////////////////////////////////////////////////// //////////////////////////////////////////////////
@ -444,7 +438,7 @@ FGMultiplayMgr::init (void)
if (rxPort <= 0) if (rxPort <= 0)
rxPort = txPort; rxPort = txPort;
} else { } else {
SG_LOG(SG_NETWORK, SG_ALERT, "Cannot enable multiplayer mode: missing a valid server address."); SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - multiplayer mode disabled (no MP server specificed).");
return; return;
} }
@ -483,6 +477,12 @@ FGMultiplayMgr::init (void)
mInitialised = true; mInitialised = true;
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer mode active!"); SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer mode active!");
if (!fgGetBool("/sim/ai/enabled"))
{
// multiplayer depends on AI module
fgSetBool("/sim/ai/enabled", true);
}
} // FGMultiplayMgr::init() } // FGMultiplayMgr::init()
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////