Maelstrom: Ignore lobby messages in the network protocol.

https://github.com/libsdl-org/Maelstrom/commit/96b70df55cfe0a2675548657274f3d4935500450

From 96b70df55cfe0a2675548657274f3d4935500450 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sun, 6 Nov 2011 18:06:09 -0500
Subject: [PATCH] Ignore lobby messages in the network protocol.

---
 netlogic/netplay.cpp | 9 +++++++++
 1 file changed, 9 insertions(+)

diff --git a/netlogic/netplay.cpp b/netlogic/netplay.cpp
index b4a63107..6145da7c 100644
--- a/netlogic/netplay.cpp
+++ b/netlogic/netplay.cpp
@@ -285,6 +285,9 @@ error("Timed out waiting for frame %ld\r\n", NextFrame);
 //error("Received packet!\r\n");
 
 		/* We have a packet! */
+		if ( buf[0] == LOBBY_MSG ) {
+			continue;
+		}
 		if ( buf[0] == NEW_GAME ) {
 			/* Send it back if we are not the server.. */
 			if ( gOurPlayer != 0 ) {
@@ -489,6 +492,9 @@ int Send_NewGame(int *Wave, int *Lives, int *Turbo)
 		}
 
 		/* We have a packet! */
+		if ( netbuf[0] == LOBBY_MSG ) {
+			continue;
+		}
 		if ( netbuf[0] != NEW_GAME ) {
 			/* Continue waiting */
 #ifdef VERBOSE
@@ -562,6 +568,9 @@ int Await_NewGame(int *Wave, int *Lives, int *Turbo)
 		}
 
 		/* We have a packet! */
+		if ( netbuf[0] == LOBBY_MSG ) {
+			continue;
+		}
 		if ( netbuf[0] != NEW_GAME ) {
 #ifdef VERBOSE
 			error(