Limit the avatar requests by the server - clients may only upload one avatar within a certain time. This is checked by IP address, so two players within the same NAT system might have to wait for a few seconds.
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@@ -36,8 +36,16 @@ public:
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SOCKET ReleaseSocket();
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struct sockaddr *GetPeerAddr() {return (sockaddr *)&m_peerAddr;}
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int GetPeerAddrSize() const {return m_peerAddrSize;}
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void SetPeerAddrSize(int addrSize) {m_peerAddrSize = addrSize;}
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private:
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SOCKET m_sockfd;
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SOCKET m_sockfd;
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struct sockaddr_storage m_peerAddr;
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int m_peerAddrSize;
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};
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#endif
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