Fixed error reporting (temporary fix).

This commit is contained in:
lotodore
2007-05-05 21:40:24 +00:00
parent 9a10079f44
commit 476035f791
3 changed files with 19 additions and 11 deletions
+7 -9
View File
@@ -50,9 +50,6 @@ ServerRecvStateInit::Instance()
ServerRecvStateInit::ServerRecvStateInit()
: m_curUniquePlayerId(0)
{
boost::microsec_timer::time_duration_type dur;
boost::microsec_timer t(dur);
t.start();
}
ServerRecvStateInit::~ServerRecvStateInit()
@@ -90,6 +87,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (session.get())
{
//server.CloseSessionDelayed(session);
Thread::Msleep(10);
return retVal;
}
}
@@ -100,7 +98,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Session should be in initial state.
if (session->GetState() != SessionData::Init)
{
//server.SessionError(session, ERR_SOCK_INVALID_STATE);
server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
@@ -108,7 +106,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
//server.SessionError(session, ERR_SOCK_INVALID_PACKET);
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
return retVal;
}
@@ -118,14 +116,14 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
//server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
//server.SessionError(session, ERR_NET_INVALID_PASSWORD);
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
@@ -134,14 +132,14 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
//server.SessionError(session, ERR_NET_SERVER_FULL);
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check whether this player is already connected.
if (server.IsPlayerConnected(joinGameData.playerName))
{
//server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}