diff options
-rw-r--r-- | Changelog-Trunk.txt | 3 | ||||
-rw-r--r-- | src/char_sql/char.c | 1 | ||||
-rw-r--r-- | src/map/chrif.c | 11 |
3 files changed, 12 insertions, 3 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index c776cea21..8293b92a6 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2008/04/10 + * Client not marked online until map receives auth request from the client + - and is approved. Also added some online/offline sets to the auth system + - that were being skipped.(r12552) [Kevin] * Rev. 12550 Reverted the change to MAX_SQUARE_LAYOUT. [L0ne_W0lf] * Rev. 12548 Updated NPC skill "Evil Land". More gravity wtfage. [L0ne_W0lf] - Based on visual observation, and experience with it on iRO Sakray. diff --git a/src/char_sql/char.c b/src/char_sql/char.c index 4ee3c51f9..5ba6c6b29 100644 --- a/src/char_sql/char.c +++ b/src/char_sql/char.c @@ -3171,7 +3171,6 @@ int parse_char(int fd) node->ip = ipl; idb_put(auth_db, sd->account_id, node); - set_char_online(i, char_dat.char_id, char_dat.account_id); } break; diff --git a/src/map/chrif.c b/src/map/chrif.c index 48bd65522..cb631a16c 100644 --- a/src/map/chrif.c +++ b/src/map/chrif.c @@ -163,6 +163,7 @@ static bool chrif_auth_logout(TBL_PC* sd, enum sd_state state) if(sd->fd && state == ST_LOGOUT) { //Disassociate player, and free it after saving ack returns. [Skotlex] //fd info must not be lost for ST_MAPCHANGE as a final packet needs to be sent to the player. + chrif_char_offline(sd); if (session[sd->fd]) session[sd->fd]->session_data = NULL; sd->fd = 0; @@ -527,16 +528,18 @@ void chrif_authreq(struct map_session_data *sd) node->login_id1 == sd->login_id1) { //auth ok if (!pc_authok(sd, node->login_id2, node->expiration_time, node->char_dat)) + chrif_char_offline(sd); //Set client offline chrif_auth_delete(node->account_id, node->char_id, ST_LOGIN); else { //char_dat no longer needed, but player auth is not completed yet. aFree(node->char_dat); node->char_dat = NULL; node->sd = sd; + chrif_char_online(sd); //Set client online } } else { //auth failed pc_authfail(sd); - chrif_char_offline(sd); //Set him offline, the char server likely has it set as online already. + chrif_char_offline(sd); //Set client offline chrif_auth_delete(sd->status.account_id, sd->status.char_id, ST_LOGIN); } return; @@ -576,11 +579,14 @@ void chrif_authok(int fd) node->login_id1 == RFIFOL(fd, 8)) { //Auth Ok if (pc_authok(sd, RFIFOL(fd, 16), RFIFOL(fd, 12), status)) + { + chrif_char_online(sd); return; + } } else { //Auth Failed pc_authfail(sd); - chrif_char_offline(sd); //Set him offline, the char server likely has it set as online already. } + chrif_char_offline(sd); //Set client offline chrif_auth_delete(account_id, char_id, ST_LOGIN); return; } @@ -619,6 +625,7 @@ int auth_db_cleanup_sub(DBKey key,void *data,va_list ap) default: //Clear data. any connected players should have timed out by now. ShowInfo("auth_db: Node (state %s) timed out for %d:%d\n", states[node->state], node->account_id, node->char_id); + chrif_char_offline(node->sd); chrif_auth_delete(node->account_id, node->char_id, node->state); break; } |