This is a temporary solution for 1-2 weeks. We can't lose ability to run standalone servers until we can match the full capability of a standalone. 

Please accept this for now. I agree with you in principle but in practice we can't lose functionality in the short run. 

On Sep 17, 2013, at 9:22 AM, Stephen Birarda <notifications@github.com> wrote:

> In domain-server/src/main.cpp:
> 
> > +        //    seen one after a few tries.
> > +        // 2) They aren't soloNodeOfType() so we have to count them.
> > +        int voxelServerCount = 0;
> > +        for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
> > +            if (node->getType() == NODE_TYPE_VOXEL_SERVER) {
> > +                voxelServerCount++;
> > +            }
> > +        }
> > +        const int MIN_VOXEL_SERVER_CHECKS = 10;
> > +        if (checkForVoxelServerAttempt > MIN_VOXEL_SERVER_CHECKS &&
> > +            voxelServerCount == 0 &&
> > +            std::find(::assignmentQueue.begin(), ::assignmentQueue.end(), &voxelServerAssignment) == ::assignmentQueue.end()) {
> > +            qDebug("Missing a Voxel Server and assignment not in queue. Adding.\n");
> > +            ::assignmentQueue.push_front(&voxelServerAssignment);
> > +        }
> > +        checkForVoxelServerAttempt++;
> That standalone with the main target should be removed if we can, it creates diverging paths for the way we spin things up - I will add a way to tell an assignment-server that only want it to accept targets of type X
> 
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