I just rechecked and indeed checkHungClients() is only called in situations where a game is running. It is either called after a if (d->game) check or through a NET_CMD_TIME, NET_CMD_PLAYERCOMMAND or NET_CMD_SYNCREPORT package from a client. All three are only submitted in game.
Of course there might be some way to create a modified Widelands version to send one of those packages and getting it pass the different checks to finally end up in checkHungClients, but actually I do not see one at the moment.
of course we can ensilent clang if we put an if (!d->game) return; statement at the beginning of checkHungClients(), but I still see no relevant reason for it ;)
What do you think Hans Joachim? Maybe I miss something here... :)
I just rechecked and indeed checkHungClients() is only called in situations where a game is running. It is either called after a if (d->game) check or through a NET_CMD_TIME, NET_CMD_ PLAYERCOMMAND or NET_CMD_SYNCREPORT package from a client. All three are only submitted in game.
Of course there might be some way to create a modified Widelands version to send one of those packages and getting it pass the different checks to finally end up in checkHungClients, but actually I do not see one at the moment.
of course we can ensilent clang if we put an if (!d->game) return; statement at the beginning of checkHungClients(), but I still see no relevant reason for it ;)
What do you think Hans Joachim? Maybe I miss something here... :)