#6012 avoid a surprise by keep notice of a change

Newly joined client is now informed of lobby info and every client
present in lobby is informed of changes made by admin.
This should really be done in a ServerTrait rather than tacking more
behavior into Server.cs


On Thu, Jul 31, 2014 at 6:20 PM, Neil Shivkar <notifications@github.com>
wrote:

> In OpenRA.Game/Server/Server.cs:
>
> > @@ -355,6 +362,19 @@ void ValidateClient(Connection newConn, string data)
> >  			catch (Exception) { DropClient(newConn); }
> >  		}
> >
> > +        	private void NotifyNewClientOfLobbyInfo(Connection newConn)
> > +        	{
> > +			SendOrderTo(newConn, "Chat", "Diplomacy Changes: {0}".F(LobbyInfo.GlobalSettings.FragileAlliances));
>
> Using SendMessage results in the message being sent to every player in the
> lobby. Hence when a player joins everyone will get the lobby info messages
> again. But you are right the 'Server:' prefix needs to be there in order to
> prevent confusion between lobby info messages and the Admin's actual chat
> messages. Hence I'm still using SendOrderTo but with order as "Message"
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/OpenRA/OpenRA/pull/6108/files#r15627586>.
>