better handle player reconnecting before disconnection is registered
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@ -4,6 +4,7 @@ These changes have not been released yet.
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* For players:
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* For players:
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* Fixed Save Backup not pruning old backups if they're uncompressed.
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* Fixed Save Backup not pruning old backups if they're uncompressed.
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* Fixed issues when a farmhand reconnects before the game notices they're disconnected.
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* For modders:
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* For modders:
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* Added `IContentPack.HasFile` method.
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* Added `IContentPack.HasFile` method.
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@ -201,7 +201,8 @@ namespace StardewModdingAPI.Framework
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MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
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MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
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if (this.Peers.ContainsKey(message.FarmerID))
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if (this.Peers.ContainsKey(message.FarmerID))
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{
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{
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this.Monitor.Log($"Rejected mod context from farmhand {message.FarmerID}: already received context for that player.", LogLevel.Error);
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this.Monitor.Log($"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);
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this.Peers.Remove(message.FarmerID);
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return;
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return;
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}
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}
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this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
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this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
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