when game full drop message but don't assert

I'm seeing assertions when a game gets into a state I don't fully
understand: host receives messages that need a channelNo assigned but
the game's full. With luck they're duplicates and can be ignored,
because that's all I can do.
This commit is contained in:
Eric House 2017-06-28 07:04:15 -07:00
parent 33838e6a14
commit bdc1f5ff51

View file

@ -1999,8 +1999,11 @@ checkChannelNo( CommsCtxt* comms, XP_PlayerAddr* channelNoP )
XP_Bool success = XP_TRUE; XP_Bool success = XP_TRUE;
XP_PlayerAddr channelNo = *channelNoP; XP_PlayerAddr channelNo = *channelNoP;
if ( 0 == (channelNo & CHANNEL_MASK) ) { if ( 0 == (channelNo & CHANNEL_MASK) ) {
success = comms->nextChannelNo < CHANNEL_MASK;
if ( success ) {
channelNo |= ++comms->nextChannelNo; channelNo |= ++comms->nextChannelNo;
XP_ASSERT( comms->nextChannelNo <= CHANNEL_MASK ); }
// XP_ASSERT( comms->nextChannelNo <= CHANNEL_MASK );
} else { } else {
/* Let's make sure we don't assign it later */ /* Let's make sure we don't assign it later */
comms->nextChannelNo = channelNo; comms->nextChannelNo = channelNo;