Multiplayer packet handling bugfix;
Unknown property ID causes break out of the loop to ensure that no further properties are processed from the incoming packet
This commit is contained in:
parent
4a156fe0b0
commit
36fd6466b7
1 changed files with 3 additions and 0 deletions
|
@ -1418,6 +1418,9 @@ FGMultiplayMgr::ProcessPosMsg(const FGMultiplayMgr::MsgBuf& Msg,
|
|||
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::ProcessPosMsg - "
|
||||
"message from " << MsgHdr->Callsign << " has unknown property id "
|
||||
<< id);
|
||||
// At this point the packet must be considered to be unreadable
|
||||
// as we have no way of knowing the length of this property (it could be a string)
|
||||
break;
|
||||
}
|
||||
}
|
||||
noprops:
|
||||
|
|
Loading…
Add table
Reference in a new issue