[Netplay] Always set a playerid

And don’t blindly dereference a pointer.
This commit is contained in:
mathieui 2015-08-15 15:10:58 +02:00
parent e28fa1588f
commit 2420004af8

View File

@ -192,6 +192,8 @@ void NetPlayServer::ThreadFunc()
case ENET_EVENT_TYPE_DISCONNECT:
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
if (!netEvent.peer->data)
break;
auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
if (it != m_players.end())
{
@ -232,6 +234,18 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
} while (epack == nullptr);
rpac.append(epack->data, epack->dataLength);
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
socket->data = new PlayerId(pid);
std::string npver;
rpac >> npver;
// Dolphin netplay version
@ -250,25 +264,12 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
m_update_pings = true;
Client player;
player.pid = pid;
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
enet_packet_destroy(epack);
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
player.pid = pid;
socket->data = new PlayerId(pid);
// try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map)
{