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authorMachiavelli <none@none>2010-05-05 22:50:11 +0200
committerMachiavelli <none@none>2010-05-05 22:50:11 +0200
commitd6f7547ebab5adea33cf1981ee76d463226bb441 (patch)
treea6f81f89d4fc643cd93ccf17d5c3f87af56f8623
parent62dc83981939800d9b784c4acfd6d9b491dc6055 (diff)
Any opcode sent after CMSG_CHAR_ENUM should reset the timeout timer, not just CMSG_PLAYER_LOGIN.
--HG-- branch : trunk
-rw-r--r--src/game/WorldSocket.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/WorldSocket.cpp b/src/game/WorldSocket.cpp
index d5bf4c0b490..f558c11bfdb 100644
--- a/src/game/WorldSocket.cpp
+++ b/src/game/WorldSocket.cpp
@@ -666,14 +666,14 @@ int WorldSocket::ProcessIncoming (WorldPacket* new_pct)
that are sitting idle on the character select screen. After a period of being AFK in the realm,
the client will be automatically sent back to the character selection screen. In order to pick up
the idle connections and prevent they are sitting there, taking up slots for the realm, we'll check if the packet
- that was sent is CMSG_CHAR_ENUM and initiate the timeout timer that will be checked on WorldSocket::Update.
+ that was sent is CMSG_CHAR_ENUM and initiate the timeout timer that will be checked on WorldSession::Update.
*/
if (opcode == CMSG_CHAR_ENUM)
m_Session->UpdateTimeOutTime(true);
- /* If the packet is CMSG_PLAYER_LOGIN opcode, it means our connection is not idle, we're logging into the world.
+ /* If we're sending any other opcode, it means our connection is not idle, we're logging into the world.
Until we receive our next CMSG_CHAR_ENUM packet, we can disregard the timeout timer.
*/
- else if (opcode == CMSG_PLAYER_LOGIN)
+ else
m_Session->UpdateTimeOutTime(false);
// OK ,give the packet to WorldSession