Don't freak out when a client sends multiple TOSERVER_INIT packets; also log one thing more.
parent
2ed3067bbe
commit
35c5ccfad3
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@ -1810,7 +1810,15 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(datasize < 2+1+PLAYERNAME_SIZE)
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return;
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verbosestream<<"Server: Got TOSERVER_INIT from "<<addr_s<<std::endl;
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// If net_proto_version is set, this client has already been handled
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if(getClient(peer_id)->net_proto_version != 0){
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verbosestream<<"Server: Ignoring multiple TOSERVER_INITs from "
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<<addr_s<<" (peer_id="<<peer_id<<")"<<std::endl;
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return;
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}
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verbosestream<<"Server: Got TOSERVER_INIT from "<<addr_s<<" (peer_id="
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<<peer_id<<")"<<std::endl;
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// Do not allow multiple players in simple singleplayer mode.
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// This isn't a perfect way to do it, but will suffice for now.
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@ -4651,6 +4659,8 @@ void Server::DenyAccess(u16 peer_id, const std::wstring &reason)
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// If there are way too many clients, get rid of denied new ones immediately
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if(m_clients.size() > 2 * g_settings->getU16("max_users")){
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verbosestream<<"Server: DenyAccess: Too many clients; getting rid of "
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<<"peer_id="<<peer_id<<" immediately"<<std::endl;
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// Delete peer to stop sending it data
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m_con.DeletePeer(peer_id);
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// Delete client also to stop block sends and other stuff
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