wesnothd: prevent spurious log messages about unknown data

due to control falling through to handle_player_in_game() after message
was already handled.
This commit is contained in:
loonycyborg 2021-11-08 14:39:07 +03:00
parent 302a95e93c
commit 2c391ece5f
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@ -1106,18 +1106,22 @@ template<class SocketPtr> void server::handle_player(boost::asio::yield_context
// DBG_SERVER << client_address(socket) << "\tWML received:\n" << doc->output() << std::endl;
if(doc->child("refresh_lobby")) {
async_send_doc_queued(socket, games_and_users_list_);
continue;
}
if(simple_wml::node* whisper = doc->child("whisper")) {
handle_whisper(player, *whisper);
continue;
}
if(simple_wml::node* query = doc->child("query")) {
handle_query(player, *query);
continue;
}
if(simple_wml::node* nickserv = doc->child("nickserv")) {
handle_nickserv(player, *nickserv);
continue;
}
if(!player_is_in_game(player)) {