don't send gameplay packets to clients who haven't loaded in

This commit is contained in:
p2r3
2025-08-28 02:27:04 +03:00
parent de501afb1c
commit fc327299b4
3 changed files with 10 additions and 1 deletions

View File

@@ -103,6 +103,7 @@ void handlePacket (int client_fd, int length, int packet_id, int state) {
// information about the joining player to all existing players.
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (player_data[i].client_fd == -1) continue;
if (player_data[i].flags & 0x20) continue;
sc_playerInfoUpdateAddPlayer(client_fd, player_data[i]);
sc_systemChat(player_data[i].client_fd, join_message, 16 + player_name_len);
if (player_data[i].client_fd == client_fd) continue;
@@ -221,6 +222,7 @@ void handlePacket (int client_fd, int length, int packet_id, int state) {
// Send current position data to all connected players
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (player_data[i].client_fd == -1) continue;
if (player_data[i].flags & 0x20) continue;
if (player_data[i].client_fd == client_fd) continue;
if (packet_id == 0x1F) {
sc_updateEntityRotation(player_data[i].client_fd, client_fd, player->yaw, player->pitch);