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(svn r24221) -Fix [FS#5166]: Lag counters were not properly reset when switching states making it possible to get disconnected for lagging when you weren't lagging
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@ -450,6 +450,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
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if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_GAME;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
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this->SendPacket(p);
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@ -463,6 +465,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
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if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_COMPANY;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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@ -481,6 +485,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTHORIZED;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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_network_game_info.clients_on++;
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p = new Packet(PACKET_SERVER_WELCOME);
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