Fixed a bug where players who flooded the lobby would never get reset.

This commit is contained in:
Derek Hoagland 2010-12-10 20:30:33 +00:00
parent 23d4a0b0d0
commit 3020a9ed1b
3 changed files with 1 additions and 5 deletions

View file

@ -92,7 +92,7 @@ bool wesnothd::player::is_message_flooding()
if (now - flood_start_ > TimePeriod) {
messages_since_flood_start_ = 0;
flood_start_ = now;
} else if (messages_since_flood_start_ == MaxMessages) {
} else if (messages_since_flood_start_ >= MaxMessages) {
return true;
}
return false;

View file

@ -54,7 +54,6 @@ public:
const simple_wml::node* config_address() const { return &cfg_; }
bool silenced() const { return messages_since_flood_start_ > MaxMessages; }
bool is_message_flooding();
/**

View file

@ -355,9 +355,6 @@ void room_manager::unstore_player_rooms(const player_map::iterator user)
void room_manager::process_message(simple_wml::document &data, const player_map::iterator user)
{
if (user->second.silenced()) {
return;
}
simple_wml::node* const message = data.root().child("message");
assert (message);
message->set_attr_dup("sender", user->second.name().c_str());