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Fixed the little check for max players. If somehow a player was able to connect and the number of players would exceed the max players, everybody is allowed in and the server will never be 'full'. It's fixed now

git-svn-id: http://mc-server.googlecode.com/svn/trunk@122 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth 2011-12-26 14:29:52 +00:00
parent c7fa610be3
commit 2a1d75ab09

View File

@ -415,15 +415,15 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
switch( a_Packet->m_PacketID ) switch( a_Packet->m_PacketID )
{ {
case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed? case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed?
{ {
LOGINFO("Got New Invalid State packet"); LOGINFO("Got New Invalid State packet");
} }
break; break;
case E_CREATE_INVENTORY_ACTION: // I don't think we need to do anything with this packet, but justin case... case E_CREATE_INVENTORY_ACTION: // I don't think we need to do anything with this packet, but justin case...
{ {
LOGINFO("Got Create Inventory Action packet"); LOGINFO("Got Create Inventory Action packet");
} }
break; break;
case E_PING: // Somebody tries to retrieve information about the server case E_PING: // Somebody tries to retrieve information about the server
{ {
LOGINFO("Got ping"); LOGINFO("Got ping");
@ -441,7 +441,7 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
LOG("HANDSHAKE %s", GetUsername() ); LOG("HANDSHAKE %s", GetUsername() );
cPacket_Chat Connecting(m_pState->Username + " is connecting."); cPacket_Chat Connecting(m_pState->Username + " is connecting.");
if (cRoot::Get()->GetWorld()->GetNumPlayers() == cRoot::Get()->GetWorld()->GetMaxPlayers()) { if (cRoot::Get()->GetWorld()->GetNumPlayers() >= cRoot::Get()->GetWorld()->GetMaxPlayers()) {
Kick("The server is currently full :( -- Try again later"); Kick("The server is currently full :( -- Try again later");
break; break;
} }