On Thursday, January 15, 1998 12:53 PM, Mike Carpenter
[SMTP:abram@deltanet.com] wrote:
> > If anyone has seen this before, and can offer a clue as to how to
> >prevent this I would most appreciate it. Can remember ever seeing
> >something like this before.
>
> This has happened before on Legends of Blades & Magic(my mud) didnt resolve
> anyway of stopping it though. So if someone does know a way, would you
> mind
> sharing it. Thank you.
> Abram
>
I just tested it on Antares. It worked, much to my surprise :-)
Here's the way I just cooked up to handle it:
Potential Difficulties:
1) I don't use the standard load/save sequence for chars
1) I've changed most of the player structure around and added/deleted many
things.
With that in mind here's the code:
Put this at the top of nanny:
extern struct descriptor_data *descriptor_list;
struct descriptor_data *tdesc;
and right before it asks "Did I get that right?" put this:
for (tdesc = descriptor_list; tdesc; tdesc = tdesc->next)
if ( tdesc && (tdesc != d) && (tdesc->character) &&
(tdesc->character->player.name) &&
(d->character) && (d->character->player.name) &&
(!strcmp(tdesc->character->player.name, d->character->player.name)) ) {
/* kick out attempts to create dup newbie chars using same-step method.
Kick the other logging-in socket */
STATE(tdesc) = CON_CLOSE;
SEND_TO_Q("Your previous attempt to create a new character has been
removed.\r\n\r\n",d);
break;
}
You might have to change the spot you put it in. I forget exactly how stock
circle works, but I assume
that the player file isn't created until after a password is confirmed or the
sex is selected..
Anyhow.. it's probably a start...
--Mallory
Neither sweat, nor blood, nor frustration, nor lousy manuals
nor missing parts, nor wrong parts shall keep me from my task.
--Christopher Hicks
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