Fix: Always refresh serverlist properly, don't let 64 player packets disrupt us

This commit is contained in:
def 2014-02-26 02:17:41 +01:00
parent 96855e2b95
commit 607e41cdd3

View file

@ -1062,11 +1062,10 @@ void CClient::ProcessConnlessPacket(CNetChunk *pPacket)
if (strstr(Info.m_aGameType, "64") || strstr(Info.m_aName, "64")) if (strstr(Info.m_aGameType, "64") || strstr(Info.m_aName, "64"))
{ {
pEntry = m_ServerBrowser.Find(pPacket->m_Address); pEntry = m_ServerBrowser.Find(pPacket->m_Address);
if (pEntry) if (pEntry && m_ServerBrowser.IsRefreshing())
{ {
pEntry->m_Is64 = true; pEntry->m_Is64 = true;
m_ServerBrowser.RequestImpl64(pEntry->m_Addr, pEntry); // Force a quick update m_ServerBrowser.RequestImpl64(pEntry->m_Addr, pEntry); // Force a quick update
m_ServerBrowser.QueueRequest(pEntry); // If it fails this will cause a retry
} }
} }
} }