From 9aa6669266efd1e17cb9a157e32a11e0b0304e0e Mon Sep 17 00:00:00 2001 From: Rubidium Date: Mon, 25 Mar 2024 21:03:18 +0100 Subject: [PATCH] Fix: inconsistent check for client authorized status --- src/network/network_server.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 88698226d8..cbbe81184e 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -251,7 +251,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta /* Inform other clients of this... strange leaving ;) */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { - if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) { + if (new_cs->status >= STATUS_AUTHORIZED && this != new_cs) { new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST); } } @@ -369,7 +369,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err StringID strid = GetNetworkErrorMsg(error); /* Only send when the current client was in game */ - if (this->status > STATUS_AUTHORIZED) { + if (this->status >= STATUS_AUTHORIZED) { std::string client_name = this->GetClientName(); Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));