Remove remains of dbg_stress from server

Using `dbg_stress 1` on a server made clients always auto-join team 0 and nothing else, which is not useful on its own for stress testing.
This commit is contained in:
Robert Müller 2023-09-28 17:15:45 +02:00
parent 247ce38094
commit 06948ddecd
2 changed files with 1 additions and 7 deletions

View file

@ -195,7 +195,7 @@ MACRO_CONFIG_INT(DbgCurl, dbg_curl, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SERVER, "D
MACRO_CONFIG_INT(DbgGraphs, dbg_graphs, 0, 0, 1, CFGFLAG_CLIENT, "Performance graphs")
MACRO_CONFIG_INT(DbgGfx, dbg_gfx, 0, 0, 4, CFGFLAG_CLIENT, "Show graphic library warnings and errors, if the GPU supports it (0: none, 1: minimal, 2: affects performance, 3: verbose, 4: all)")
#ifdef CONF_DEBUG
MACRO_CONFIG_INT(DbgStress, dbg_stress, 0, 0, 0, CFGFLAG_CLIENT | CFGFLAG_SERVER, "Stress systems (Debug build only)")
MACRO_CONFIG_INT(DbgStress, dbg_stress, 0, 0, 1, CFGFLAG_CLIENT, "Stress systems (Debug build only)")
MACRO_CONFIG_STR(DbgStressServer, dbg_stress_server, 32, "localhost", CFGFLAG_CLIENT, "Server to stress (Debug build only)")
#endif

View file

@ -679,12 +679,6 @@ void IGameController::Snap(int SnappingClient)
int IGameController::GetAutoTeam(int NotThisID)
{
// this will force the auto balancer to work overtime as well
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
return 0;
#endif
int aNumplayers[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{