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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-02-18 01:33:10 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 16:58:52 -0400
commit4a297e29eb0c97be799ee3939e9747dc1c631427 (patch)
tree3d79b88be729437f0ad763070d1c7c1aff461954 /src
parent0ba8325708d6eea6bb60121d85d4cad8ab4e7787 (diff)
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better handle player reconnecting before disconnection is registered
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/SMultiplayer.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs
index 0241ef02..dde71092 100644
--- a/src/SMAPI/Framework/SMultiplayer.cs
+++ b/src/SMAPI/Framework/SMultiplayer.cs
@@ -201,7 +201,8 @@ namespace StardewModdingAPI.Framework
MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
if (this.Peers.ContainsKey(message.FarmerID))
{
- this.Monitor.Log($"Rejected mod context from farmhand {message.FarmerID}: already received context for that player.", LogLevel.Error);
+ this.Monitor.Log($"Received mod context from farmhand {message.FarmerID}, but the game didn't see them disconnect. This may indicate issues with the network connection.", LogLevel.Info);
+ this.Peers.Remove(message.FarmerID);
return;
}
this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);