Fixing issue #134: Ignore additional join game messages if the player already joined a game.
This commit is contained in:
@@ -361,6 +361,8 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
|
|||||||
} else if (packet->GetMsg()->present == PokerTHMessage_PR_reportGameMessage) {
|
} else if (packet->GetMsg()->present == PokerTHMessage_PR_reportGameMessage) {
|
||||||
// Delegate to Lobby.
|
// Delegate to Lobby.
|
||||||
server->GetLobbyThread().HandleGameReportGame(session, packet->GetMsg()->choice.reportGameMessage);
|
server->GetLobbyThread().HandleGameReportGame(session, packet->GetMsg()->choice.reportGameMessage);
|
||||||
|
} else if (packet->GetMsg()->present == PokerTHMessage_PR_joinGameRequestMessage) {
|
||||||
|
// Ignore join game requests in this state (may be multiple clicks from the lobby).
|
||||||
} else {
|
} else {
|
||||||
// Packet processing in subclass.
|
// Packet processing in subclass.
|
||||||
InternalProcessPacket(server, session, packet);
|
InternalProcessPacket(server, session, packet);
|
||||||
|
|||||||
Reference in New Issue
Block a user