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Fixed crashing bug in cClientHandle::~cClientHandle

When there are players in the server, and a client connects as far as the handshake and then disconnects, the server crashed.
This is because there is no m_Player yet after the handshake, and the destructor uses m_Player without checking if it exists

git-svn-id: http://mc-server.googlecode.com/svn/trunk@163 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth 2012-01-02 19:03:19 +00:00
parent ac63775297
commit f47c852186

View File

@ -183,12 +183,14 @@ cClientHandle::~cClientHandle()
if( m_LoadedChunks[i] ) m_LoadedChunks[i]->RemoveClient( this );
}
cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
for( cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr )
{
if ((*itr) && (*itr)->GetClientHandle() && strlen(GetUsername()) > 0)
{
cPacket_PlayerListItem PlayerList(m_Player->GetColor() + GetUsername(), false, (short)9999);
std::string NameColor = ( m_Player ? m_Player->GetColor() : "" );
cPacket_PlayerListItem PlayerList(NameColor + GetUsername(), false, (short)9999);
(*itr)->GetClientHandle()->Send( PlayerList );
}