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Players are left on server while server is running. No passwords yet.

This commit is contained in:
Perttu Ahola 2011-01-15 03:28:19 +02:00
parent cfaa15895a
commit 3fb0d2fb65
9 changed files with 312 additions and 174 deletions

View file

@ -568,7 +568,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
our_peer_id = m_con.GetPeerID();
}
// Cancel if we don't have a peer id
if(our_peer_id == PEER_ID_NEW){
if(our_peer_id == PEER_ID_INEXISTENT){
dout_client<<DTIME<<"TOCLIENT_PLAYERPOS cancelled: "
"we have no peer id"
<<std::endl;
@ -634,7 +634,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
our_peer_id = m_con.GetPeerID();
}
// Cancel if we don't have a peer id
if(our_peer_id == PEER_ID_NEW){
if(our_peer_id == PEER_ID_INEXISTENT){
dout_client<<DTIME<<"TOCLIENT_PLAYERINFO cancelled: "
"we have no peer id"
<<std::endl;
@ -1410,7 +1410,7 @@ void Client::sendPlayerPos()
}
// Set peer id if not set already
if(myplayer->peer_id == PEER_ID_NEW)
if(myplayer->peer_id == PEER_ID_INEXISTENT)
myplayer->peer_id = our_peer_id;
// Check that an existing peer_id is the same as the connection's
assert(myplayer->peer_id == our_peer_id);