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Minor fixes to CLE stale system
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+3
-5
@@ -88,7 +88,6 @@ extern volatile bool UCSServerAvailable_;
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Client::Client(EQStreamInterface* ieqs)
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: autobootup_timeout(RuleI(World, ZoneAutobootTimeoutMS)),
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CLE_keepalive_timer(RuleI(World, ClientKeepaliveTimeoutMS)),
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connect(1000),
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eqs(ieqs)
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{
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@@ -1124,10 +1123,9 @@ bool Client::Process() {
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SendApproveWorld();
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connect.Disable();
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}
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if (CLE_keepalive_timer.Check()) {
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if (cle)
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cle->KeepAlive();
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}
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if (cle)
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cle->KeepAlive();
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/************ Get all packets from packet manager out queue and process them ************/
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EQApplicationPacket *app = 0;
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@@ -94,7 +94,6 @@ private:
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void SetClassLanguages(PlayerProfile_Struct *pp);
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ClientListEntry* cle;
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Timer CLE_keepalive_timer;
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Timer connect;
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bool firstlogin;
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bool seen_character_select;
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@@ -273,8 +273,8 @@ bool ClientListEntry::CheckStale() {
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if (stale > 20) {
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if (pOnline > CLE_Status::Offline)
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SetOnline(CLE_Status::Offline);
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else
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return true;
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return true;
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}
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return false;
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}
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@@ -41,7 +41,7 @@ extern ZSList zoneserver_list;
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uint32 numplayers = 0; //this really wants to be a member variable of ClientList...
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ClientList::ClientList()
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: CLStale_timer(45000)
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: CLStale_timer(10000)
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{
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NextCLEID = 1;
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