Client crash...
Posted: 13 Jun 2004, 14:06
Finally I got rid of the client "crash" bug! When another player connect to the server and is in visible range, the client recieves a packet with 0x0001 id. Its length returned by the table is 0, this caused many problems.
After trying a bit I modified the length of the packet to 3 and now everything seems to work. I'll release theversion 0.0.6a this evening.
You should check changes in packet_buffer.cpp (only the second value in the lengths matrix) and some minor changes in recieve function in map_server.cpp.
I'm quite a genius eheh
After trying a bit I modified the length of the packet to 3 and now everything seems to work. I'll release theversion 0.0.6a this evening.
You should check changes in packet_buffer.cpp (only the second value in the lengths matrix) and some minor changes in recieve function in map_server.cpp.
