Shutdown connection when disconnect packet sent (#3999)
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@ -2087,6 +2087,12 @@ void cClientHandle::Tick(float a_Dt)
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return;
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}
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// If player has been kicked, terminate the connection:
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if (m_State == csKicked)
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{
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m_Link->Shutdown();
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}
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// If destruction is queued, destroy now:
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if (m_State == csQueuedForDestruction)
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{
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@ -2515,6 +2521,10 @@ void cClientHandle::SendDisconnect(const AString & a_Reason)
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LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str());
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m_Protocol->SendDisconnect(a_Reason);
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m_HasSentDC = true;
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// csKicked means m_Link will be shut down on the next tick. The
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// disconnect packet data is sent in the tick thread so the connection
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// is closed there after the data is sent.
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m_State = csKicked;
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}
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}
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@ -3389,7 +3399,3 @@ void cClientHandle::OnError(int a_ErrorCode, const AString & a_ErrorMsg)
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}
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SocketClosed();
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}
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@ -491,11 +491,10 @@ private:
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csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, ///< Normal gameplay
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csKicked, ///< Disconnect packet sent, awaiting connection closure
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csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed)
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csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
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// TODO: Add Kicking here as well
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} ;
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/* Mutex protecting m_State from concurrent writes. */
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@ -595,8 +594,3 @@ private:
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virtual void OnRemoteClosed(void) override;
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virtual void OnError(int a_ErrorCode, const AString & a_ErrorMsg) override;
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}; // tolua_export
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