Stop connecting to the lobbyserver when it doesn't accept the game
parent
3b266356c0
commit
abcd0a4109
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@ -1997,7 +1997,7 @@ static ssize_t readLobbyResponse(Socket* sock, unsigned int timeout)
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if (lobbyStatusCode / 100 != 2) // Check whether status code is 2xx (success)
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{
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debug(LOG_ERROR, "Lobby error (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
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return SOCKET_ERROR;
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return received;
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}
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debug(LOG_NET, "Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
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@ -2435,8 +2435,7 @@ static void NETallowJoining(void)
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}
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NETfixDuplicatePlayerNames();
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// Make sure the master server gets updated by disconnecting from it
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// NETallowJoining will reconnect, NOT NEEDED - Fastdeath
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// Send the updated GAMESTRUCT to the masterserver
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NETregisterServer(2);
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