|
|
|
@ -281,7 +281,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
|
|
|
|
|
Debug(net, 3, "Closed client connection {}", this->client_id);
|
|
|
|
|
Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
|
|
|
|
|
|
|
|
|
|
/* We just lost one client :( */
|
|
|
|
|
if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
|
|
|
|
@ -948,6 +948,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
|
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
|
|
|
|
|
InvalidateWindowData(WC_CLIENT_LIST, 0);
|
|
|
|
|
|
|
|
|
|
Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
|
|
|
|
|
|
|
|
|
|
/* Mark the client as pre-active, and wait for an ACK
|
|
|
|
|
* so we know it is done loading and in sync with us */
|
|
|
|
|
this->status = STATUS_PRE_ACTIVE;
|
|
|
|
|