Changeset - r25924:31e3cdb1821b
[Not reviewed]
master
0 1 0
Patric Stout - 3 years ago 2021-08-23 17:38:02
truebrain@openttd.org
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.
1 file changed with 6 insertions and 1 deletions:
0 comments (0 inline, 0 general)
src/network/network_server.cpp
Show inline comments
 
@@ -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();
 

	
0 comments (0 inline, 0 general)