- Updated map_quit to handle removing of players who are not even authenticated yet.
- New connection requests are now also blocked when there's a player already online but hasn't finished loading yet. - Because of these changes, the friendlist notification when people join has been moved to LoadEndAck from pc_authok git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9241 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,13 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/11/17
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* Updated map_quit to handle removing of players who are not even
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authenticated yet. [Skotlex]
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* New connection requests are now also blocked when there's a player
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already online but hasn't finished loading yet. [Skotlex]
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* Because of these changes, the friendlist notification when people join
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has been moved to LoadEndAck from pc_authok [Skotlex]
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2006/11/16
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* Updated sql files [Toms]
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* For the sake of avoiding confusion, all script events are named with prefix 'On'
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@ -8202,8 +8202,9 @@ void clif_parse_WantToConnection(int fd, struct map_session_data *sd)
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if ((old_sd = map_id2sd(account_id)) != NULL)
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{ // if same account already connected, we disconnect the 2 sessions
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//Check for characters with no connection (includes those that are using autotrade) [durf],[Skotlex]
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if (old_sd->state.finalsave)
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; //Ack has not arrived yet from char-server, be patient!
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if (old_sd->state.finalsave || !old_sd->state.auth)
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; //Previous player is not done loading.
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//Or he has quit, but is not done saving on the charserver.
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else if (old_sd->fd)
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clif_authfail_fd(old_sd->fd, 2); // same id
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else
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@ -8387,6 +8388,9 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
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if (night_flag && map[sd->bl.m].flag.nightenabled)
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add_timer(gettick()+1000,clif_nighttimer,sd->bl.id,0);
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// Notify everyone that this char logged in [Skotlex].
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clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
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//Login Event
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npc_script_event(sd, NPCE_LOGIN);
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} else {
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@ -290,7 +290,7 @@ int map_freeblock_unlock_sub(char *file, int lineno)
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if ((--block_free_lock) == 0) {
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int i;
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for (i = 0; i < block_free_count; i++)
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{ //Directly calling aFree shouldn't be a leak, as Free remembers the size the original pointed to memory was allocated with? [Skotlex]
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{
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// aFree(block_free[i]);
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// _mfree(block_free[i], file, lineno, __func__);
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_mfree(block_free[i], file, ((block_free[i]?block_free[i]->type:0)*100000)+lineno, __func__);
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@ -300,7 +300,7 @@ int map_freeblock_unlock_sub(char *file, int lineno)
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} else if (block_free_lock < 0) {
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if (battle_config.error_log)
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ShowError("map_freeblock_unlock: lock count < 0 !\n");
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block_free_lock = 0; // 次回以降のロックに支障が出てくるのでリセット
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block_free_lock = 0;
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}
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return block_free_lock;
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@ -1660,8 +1660,12 @@ void map_deliddb(struct block_list *bl) {
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*/
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int map_quit(struct map_session_data *sd) {
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//nullpo_retr(0, sd); //Utterly innecessary, all invokations to this function already have an SD non-null check.
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//Learn to use proper coding and stop relying on nullpo_'s for safety :P [Skotlex]
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if(!sd->state.auth) { //Removing a player that hasn't even finished loading
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idb_remove(pc_db,sd->status.account_id);
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idb_remove(charid_db,sd->status.char_id);
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idb_remove(id_db,sd->bl.id);
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return 0;
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}
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if(!sd->state.waitingdisconnect) {
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if (sd->npc_timer_id != -1) //Cancel the event timer.
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npc_timerevent_quit(sd);
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@ -694,9 +694,6 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t
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if (map_charid2nick(sd->status.char_id) == NULL)
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map_addchariddb(sd->status.char_id, sd->status.name);
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// Notify everyone that this char logged in [Skotlex].
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clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
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//Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
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sd->die_counter=-1;
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//Until the reg values arrive, set them to not require trigger...
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