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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@@ -73,6 +73,15 @@ socket_string_to_addr(const char *str, int addrFamily, struct sockaddr * addr, i
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return retVal;
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}
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bool
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socket_addr_to_string(struct sockaddr *addr, int addrLen, int addrFamily, char *str, int strLen)
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{
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bool retVal = false;
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retVal = (WSAAddressToStringA(addr, addrLen, NULL, str, (DWORD *)&strLen) != SOCKET_ERROR);
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return retVal;
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}
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bool
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socket_resolve(const char *str, const char *port, int addrFamily, int sockType, int protocol, struct sockaddr *addr, int addrLen)
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{
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