@@ -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();