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:
Imarok 2019-01-28 12:09:42 +00:00
parent 040b367bc4
commit 111f850927

View File

@ -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
{