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don't send game packets when outside of the game state
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parent
28a17f3ed2
commit
42c79043cf
2 changed files with 13 additions and 3 deletions
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@ -63,10 +63,18 @@ impl SendPacketEvent {
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pub fn handle_outgoing_packets(
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pub fn handle_outgoing_packets(
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mut send_packet_events: EventReader<SendPacketEvent>,
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mut send_packet_events: EventReader<SendPacketEvent>,
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mut query: Query<&mut RawConnection>,
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mut query: Query<(&mut RawConnection, Option<&InGameState>)>,
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) {
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) {
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for event in send_packet_events.read() {
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for event in send_packet_events.read() {
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if let Ok(raw_connection) = query.get_mut(event.sent_by) {
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if let Ok((raw_connection, in_game_state)) = query.get_mut(event.sent_by) {
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if in_game_state.is_none() {
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error!(
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"Tried to send a game packet {:?} while not in game state",
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event.packet
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);
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continue;
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}
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// debug!("Sending packet: {:?}", event.packet);
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// debug!("Sending packet: {:?}", event.packet);
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if let Err(e) = raw_connection.write_packet(event.packet.clone()) {
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if let Err(e) = raw_connection.write_packet(event.packet.clone()) {
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error!("Failed to send packet: {e}");
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error!("Failed to send packet: {e}");
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@ -1503,10 +1503,12 @@ impl GamePacketHandler<'_> {
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}
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}
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pub fn start_configuration(&mut self, _p: &ClientboundStartConfiguration) {
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pub fn start_configuration(&mut self, _p: &ClientboundStartConfiguration) {
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debug!("Got start configuration packet");
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as_system::<(Commands, EventWriter<_>)>(self.ecs, |(mut commands, mut events)| {
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as_system::<(Commands, EventWriter<_>)>(self.ecs, |(mut commands, mut events)| {
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events.send(SendPacketEvent::new(
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events.send(SendPacketEvent::new(
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self.player,
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self.player,
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ServerboundConfigurationAcknowledged {},
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ServerboundConfigurationAcknowledged,
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));
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));
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commands
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commands
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