Fix some bugs.
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b866f4caa1
commit
caec3f954f
@ -121,11 +121,10 @@ namespace Components
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}
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}
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}
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}
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if (list.address_size() > 0)
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// Even if we send an empty list, we have to tell the client about our dedi-status
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{
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// If the amount of servers we have modulo the NODE_PACKET_LIMIT equals 0, we will send this request without any servers, so it's obsolete, but meh...
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Network::SendCommand(address, "nodeListResponse", list.SerializeAsString());
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Network::SendCommand(address, "nodeListResponse", list.SerializeAsString());
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}
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}
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}
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void Node::DeleteInvalidSessions()
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void Node::DeleteInvalidSessions()
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{
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{
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@ -235,6 +234,7 @@ namespace Components
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listQueryCount++;
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listQueryCount++;
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node.state = Node::STATE_NEGOTIATING;
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node.state = Node::STATE_NEGOTIATING;
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node.lastTime = Game::Com_Milliseconds();
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node.lastTime = Game::Com_Milliseconds();
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node.lastListQuery = Game::Com_Milliseconds();
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if (Dedicated::IsDedicated())
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if (Dedicated::IsDedicated())
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{
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{
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@ -571,7 +571,6 @@ namespace Components
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entry->isDedi = list.is_dedi();
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entry->isDedi = list.is_dedi();
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entry->state = Node::STATE_VALID;
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entry->state = Node::STATE_VALID;
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entry->lastTime = Game::Com_Milliseconds();
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entry->lastTime = Game::Com_Milliseconds();
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entry->lastListQuery = Game::Com_Milliseconds();
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if (!Dedicated::IsDedicated() && entry->isDedi && ServerList::IsOnlineList())
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if (!Dedicated::IsDedicated() && entry->isDedi && ServerList::IsOnlineList())
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{
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{
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