close_socket (was RE: BAD CIRCLE BPL8 BUG)

From: Timothy B. Maddux (tbmaddux@nirvana.ucsb.edu)
Date: 05/31/95


I'm not quite as well-versed at the whole duping thing as most
people are.  My tentative solution is:

      if (temp->character && (temp->connected != CON_PLAYING) &&
	  GET_IDNUM(temp->character) == target_idnum)
        close_socket(temp);

so that one who is PLAYING will not be disconnected.  Would it
be better to do something else?  Ryan didn't mention what his
one line correction was (nice to publicly post a bug and not
post the 1-line solution).

- tim

(Tim Maddux, tbmaddux@engineering.ucsb.edu)



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