Don't freak out when a client sends multiple TOSERVER_INIT packets; also log one thing more.

This commit is contained in:
Perttu Ahola 2013-08-08 06:10:45 +03:00
parent 2ed3067bbe
commit 35c5ccfad3
1 changed files with 11 additions and 1 deletions

View File

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