Don't let the duplicateplayernames
setting break lobbied games (0fd8aa2a77
)
Looked at by: elexis Differential Revision: https://code.wildfiregames.com/D1748 This was SVN commit r22072.
This commit is contained in:
parent
040b367bc4
commit
111f850927
@ -971,7 +971,9 @@ bool CNetServerWorker::OnAuthenticate(void* context, CFsmEvent* event)
|
||||
// Either deduplicate or prohibit join if name is in use
|
||||
bool duplicatePlayernames = false;
|
||||
CFG_GET_VAL("network.duplicateplayernames", duplicatePlayernames);
|
||||
if (duplicatePlayernames)
|
||||
// If lobby authentication is enabled, the clients playername has already been registered.
|
||||
// There also can't be any duplicated names.
|
||||
if (!server.m_LobbyAuth && duplicatePlayernames)
|
||||
username = server.DeduplicatePlayerName(username);
|
||||
else
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user