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.
This commit is contained in:
Patric Stout 2021-08-23 19:38:02 +02:00 committed by GitHub
parent b2f0491a90
commit e31b5d3870
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1 changed files with 6 additions and 1 deletions

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@ -305,7 +305,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
/* 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 ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
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();