# HG changeset patch # User Patric Stout # Date 2021-08-23 17:38:02 # Node ID 31e3cdb1821b0fa99bfe36d977ea19dc1d2d9ca3 # Parent d1582e09c6edaf1ccfd1cdc5da8269f8c3a19a14 Fix #9490: [Network] a full server couldn't be queried either (#9508) You can now still query a full server, as long as the maximum amount of allowed connections isn't reached. This means that as long as there are not 255 clients connected to a server, you can always connect to query. diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -305,7 +305,7 @@ NetworkRecvStatus ServerNetworkGameSocke /* 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 ServerNetworkGameSocke 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();