SV_SendServerinfo(client);
//host_client = client;
//SV_DropClient (true);
- //client->deadsocket = true;
}
// else ignore them
}
NetConn_Write(mysocket, net_message.data, net_message.cursize, peeraddress);
SZ_Clear(&net_message);
}
+#if 0
else if (realtime - client->netconnection->lastMessageTime >= net_messagerejointimeout.value)
{
+ SV_SendServerinfo(client);
// the old client hasn't sent us anything
// in quite a while, so kick off and let
// the retry take care of it...
- client->deadsocket = true;
+ //host_client = client;
+ //SV_DropClient (true);
}
+#endif
}
else
{
qboolean dropasap;
// only valid before spawned
qboolean sendsignon;
- // remove this client immediately
- qboolean deadsocket;
// requested rate in bytes per second
int rate;
if (sv.protocol == PROTOCOL_DARKPLACES5 || sv.protocol == PROTOCOL_DARKPLACES6)
client->entitydatabase5 = EntityFrame5_AllocDatabase(sv_mempool);
+ SZ_Clear (&client->message);
MSG_WriteByte (&client->message, svc_print);
dpsnprintf (message, sizeof (message), "\002\nServer: %s build %s (progs %i crc)", gamename, buildstring, pr_crc);
MSG_WriteString (&client->message,message);
continue;
}
- if (host_client->deadsocket || host_client->message.overflowed)
+ if (host_client->message.overflowed)
{
SV_DropClient (true); // if the message couldn't send, kick off
continue;