Player data loading cleanup
* Kick player if data were corrupt to avoid making it worse
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+1
-5
@@ -117,9 +117,7 @@ cServer::cServer(void) :
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m_MaxPlayers(0),
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m_bIsHardcore(false),
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m_TickThread(*this),
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m_ShouldAuthenticate(false),
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m_ShouldLoadOfflinePlayerData(false),
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m_ShouldLoadNamedPlayerData(true)
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m_ShouldAuthenticate(false)
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{
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// Initialize the LuaStateTracker singleton before the app goes multithreaded:
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cLuaStateTracker::GetStats();
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@@ -206,8 +204,6 @@ bool cServer::InitServer(cSettingsRepositoryInterface & a_Settings, bool a_Shoul
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m_ShouldAllowMultiWorldTabCompletion = a_Settings.GetValueSetB("Server", "AllowMultiWorldTabCompletion", true);
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m_ShouldLimitPlayerBlockChanges = a_Settings.GetValueSetB("AntiCheat", "LimitPlayerBlockChanges", true);
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m_ShouldLoadOfflinePlayerData = a_Settings.GetValueSetB("PlayerData", "LoadOfflinePlayerData", false);
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m_ShouldLoadNamedPlayerData = a_Settings.GetValueSetB("PlayerData", "LoadNamedPlayerData", true);
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const auto ClientViewDistance = a_Settings.GetValueSetI("Server", "DefaultViewDistance", cClientHandle::DEFAULT_VIEW_DISTANCE);
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if (ClientViewDistance < cClientHandle::MIN_VIEW_DISTANCE)
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