@ -305,7 +305,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
/* static */ bool ServerNetworkGameSocketHandler : : AllowConnection ( )
{
extern byte _network_clients_connected ;
bool accept = _network_clients_connected < MAX_CLIENTS & & _network_game_info . clients_on < _settings_client . network . max_clients ;
bool accept = _network_clients_connected < MAX_CLIENTS ;
/* We can't go over the MAX_CLIENTS limit here. However, the
* pool must have place for all clients and ourself . */
@ -805,6 +805,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this - > SendError ( NETWORK_ERROR_NOT_EXPECTED ) ;
}
if ( _network_game_info . clients_on > = _settings_client . network . max_clients ) {
/* Turns out we are full. Inform the user about this. */
return this - > SendError ( NETWORK_ERROR_FULL ) ;
}
std : : string client_revision = p - > Recv_string ( NETWORK_REVISION_LENGTH ) ;
uint32 newgrf_version = p - > Recv_uint32 ( ) ;