wesnothd: prevent spurious log messages about unknown data
due to control falling through to handle_player_in_game() after message was already handled.
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1 changed files with 4 additions and 0 deletions
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@ -1106,18 +1106,22 @@ template<class SocketPtr> void server::handle_player(boost::asio::yield_context
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// DBG_SERVER << client_address(socket) << "\tWML received:\n" << doc->output() << std::endl;
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if(doc->child("refresh_lobby")) {
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async_send_doc_queued(socket, games_and_users_list_);
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continue;
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}
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if(simple_wml::node* whisper = doc->child("whisper")) {
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handle_whisper(player, *whisper);
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continue;
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}
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if(simple_wml::node* query = doc->child("query")) {
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handle_query(player, *query);
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continue;
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}
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if(simple_wml::node* nickserv = doc->child("nickserv")) {
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handle_nickserv(player, *nickserv);
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continue;
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}
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if(!player_is_in_game(player)) {
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