fix: client crash when trying to send recalling packet after leaving server#64
Open
williambl wants to merge 1 commit intoLadysnake:1.20from
Open
fix: client crash when trying to send recalling packet after leaving server#64williambl wants to merge 1 commit intoLadysnake:1.20from
williambl wants to merge 1 commit intoLadysnake:1.20from
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
fixes #62
If the player leaves the server while
SincereLoyalty.failedUseCountdown <= 0 && SincereLoyalty.useTime > 0, thentickTridentRecallingon the next client tick will return a non-nullRecallStatus, thus triggering aimpaled:recall_tridentspacket to be sent. But since the client is not connected to a server, upon trying to send this packet the client crashes.This is fixed by checking in
tickTridentRecallingwhether the player is null - if it is, thenfailedUseCountdownanduseTimeare reset to 0 and null is returned.Also two changes without which the mod did not compile for me: