better handle player reconnecting before disconnection is registered
This commit is contained in:
parent
0ba8325708
commit
4a297e29eb
|
@ -4,6 +4,7 @@ These changes have not been released yet.
|
|||
|
||||
* For players:
|
||||
* Fixed Save Backup not pruning old backups if they're uncompressed.
|
||||
* Fixed issues when a farmhand reconnects before the game notices they're disconnected.
|
||||
|
||||
* For modders:
|
||||
* Added `IContentPack.HasFile` method.
|
||||
|
|
|
@ -201,7 +201,8 @@ namespace StardewModdingAPI.Framework
|
|||
MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
|
||||
if (this.Peers.ContainsKey(message.FarmerID))
|
||||
{
|
||||
this.Monitor.Log($"Rejected mod context from farmhand {message.FarmerID}: already received context for that player.", LogLevel.Error);
|
||||
this.Monitor.Log($"Received mod context from farmhand {message.FarmerID}, but the game didn't see them disconnect. This may indicate issues with the network connection.", LogLevel.Info);
|
||||
this.Peers.Remove(message.FarmerID);
|
||||
return;
|
||||
}
|
||||
this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
|
||||
|
|
Loading…
Reference in New Issue