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Any opcode sent after CMSG_CHAR_ENUM should reset the timeout timer, not just CMSG_PLAYER_LOGIN.
--HG-- branch : trunk
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@@ -666,14 +666,14 @@ int WorldSocket::ProcessIncoming (WorldPacket* new_pct)
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that are sitting idle on the character select screen. After a period of being AFK in the realm,
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the client will be automatically sent back to the character selection screen. In order to pick up
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the idle connections and prevent they are sitting there, taking up slots for the realm, we'll check if the packet
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that was sent is CMSG_CHAR_ENUM and initiate the timeout timer that will be checked on WorldSocket::Update.
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that was sent is CMSG_CHAR_ENUM and initiate the timeout timer that will be checked on WorldSession::Update.
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*/
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if (opcode == CMSG_CHAR_ENUM)
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m_Session->UpdateTimeOutTime(true);
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/* If the packet is CMSG_PLAYER_LOGIN opcode, it means our connection is not idle, we're logging into the world.
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/* If we're sending any other opcode, it means our connection is not idle, we're logging into the world.
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Until we receive our next CMSG_CHAR_ENUM packet, we can disregard the timeout timer.
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*/
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else if (opcode == CMSG_PLAYER_LOGIN)
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else
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m_Session->UpdateTimeOutTime(false);
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// OK ,give the packet to WorldSession
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