[Freeciv-Dev] Re: (PR#10994) auth fail and disconnect causes a segfault
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=10994 >
better patch, thx jason.
-mike
Index: server/sernet.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/sernet.c,v
retrieving revision 1.123.2.1
diff -u -r1.123.2.1 sernet.c
--- server/sernet.c 21 Oct 2004 20:26:59 -0000 1.123.2.1
+++ server/sernet.c 13 Nov 2004 03:44:54 -0000
@@ -427,11 +427,7 @@
/* send data about the previous run */
send_ping_times_to_all();
- conn_list_iterate(game.game_connections, pconn) {
- if (!pconn->used) {
- continue;
- }
-
+ conn_list_iterate(game.all_connections, pconn) {
if ((timer_list_size(pconn->server.ping_timers) > 0
&&
read_timer_seconds(timer_list_get(pconn->server.ping_timers, 0))
@@ -454,15 +450,13 @@
}
/* if we've waited long enough after a failure, respond to the client */
- for (i = 0; i < MAX_NUM_CONNECTIONS; i++) {
- struct connection *pconn = &connections[i];
-
+ conn_list_iterate(game.all_connections, pconn) {
if (pconn->server.status == AS_FAILED
&& pconn->server.authentication_stop > 0
&& time(NULL) >= pconn->server.authentication_stop) {
unfail_authentication(pconn);
}
- }
+ } conn_list_iterate_end
/* Don't wait if timeout == -1 (i.e. on auto games) */
if (server_state != PRE_GAME_STATE && game.timeout == -1) {
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