forked from TeamUlysses/ulx
XGUI: UCLChange hook was causing an extra refreshData to be called, causing the server to send down potentially two sets of data on join.
- The main culprit is the code that ensures that the user gets any new data they they may have just been given access to. - Fixed by added special flag to note when the first download of data has been completed. client will not request for additional code until the first set is downloaded).
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@ -4,6 +4,7 @@
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* [CHANGE] Muted players can no longer use psay (thanks, PixeLInc).
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* [FIX] Don't respawn when done spectating if the user was not alive to start with (Thanks, PixeLInc).
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* [FIX] XGUI: Player list on the Cmds tab was not sorted alphabetically.
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* [FIX] XGUI: Server data was potentially being sent down twice to clients on join.
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## v3.73 - *(03/21/17)*
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* [CHANGE] Setting an ULX cvar now no longer needless routes the cvar change through the console.
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@ -520,7 +520,7 @@ end
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--If the player's group is changed, reprocess the XGUI modules for permissions, and request for extra data if needed
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function xgui.PermissionsChanged( ply )
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if ply == LocalPlayer() and xgui.isInstalled then
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if ply == LocalPlayer() and xgui.isInstalled and xgui.dataInitialized then
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xgui.processModules()
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local types = {}
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for dtype, data in pairs( xgui.data ) do
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@ -157,6 +157,7 @@ function xgui.load_helpers()
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self:SetFraction( self.value / self.max )
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self.Label:SetText( "Getting data: " .. datatype .. " - " .. string.format("%.2f", (self.value / self.max) * 100) .. "%" )
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if self.value == self.max then
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xgui.dataInitialized = true
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xgui.expectingdata = nil
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self.Label:SetText( "Waiting for clientside processing..." )
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xgui.queueFunctionCall( xgui.chunkbox.SetVisible, "chunkbox", xgui.chunkbox, false )
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