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Core/Socket: Fixed merge mistake causing players to always be kicked after some time
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@@ -144,6 +144,10 @@ void WorldSocket::ReadDataHandler()
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break;
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}
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// Our Idle timer will reset on any non PING opcodes.
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// Catches people idling on the login screen and any lingering ingame connections.
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_worldSession->ResetTimeOutTime();
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// Copy the packet to the heap before enqueuing
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_worldSession->QueuePacket(new WorldPacket(std::move(packet)));
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break;
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