Player list cutoff - #164
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sebwitt1987 wants to merge 1 commit into
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Some servers cut of the packets instead of sending split packets. If we encounter such a server and we use functions which throw, we should catch the throw to break out of the loop to not loose the hole player list parsed so far
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Hmm not really a fan of this. Do some servers do this intentionally? What does Steam server info display in this case? |
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I'll try to find such a server again and report a bit more details on the matter |
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Some servers / games cut of the packets instead of sending split packets.
Because of read functions which throw, we loose the hole list parsed so far. By catching it, we can break out of the loop and keep already parsed data.
This PR stops at this point, as i persoanlly think such a cutoff is not worthy of throwing.
Yes, list is not complete, but it contains data
To still allow catching outside, one possibility would be:
$this->PlayerList[ ] = $Player;instead of returning a isolated array, we return the property.The same thing basicly should be done in rules, but it just reads non throw methods.
Worst thing happening there is a broken key/value pair at the end.