Move connectedServer clearing check to be done later.
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@@ -564,8 +564,6 @@ public class ConnectedPlayer implements MinecraftConnectionAssociation, Player {
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Optional<RegisteredServer> next = getNextServerToTry(rs);
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Optional<RegisteredServer> next = getNextServerToTry(rs);
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result = next.map(RedirectPlayer::create)
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result = next.map(RedirectPlayer::create)
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.orElseGet(() -> DisconnectPlayer.create(friendlyReason));
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.orElseGet(() -> DisconnectPlayer.create(friendlyReason));
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// Make sure we clear the current connected server as the connection is invalid.
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connectedServer = null;
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} else {
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} else {
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// If we were kicked by going to another server, the connection should not be in flight
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// If we were kicked by going to another server, the connection should not be in flight
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if (connectionInFlight != null && connectionInFlight.getServer().equals(rs)) {
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if (connectionInFlight != null && connectionInFlight.getServer().equals(rs)) {
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@@ -583,6 +581,8 @@ public class ConnectedPlayer implements MinecraftConnectionAssociation, Player {
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.thenAcceptAsync(event -> {
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.thenAcceptAsync(event -> {
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// There can't be any connection in flight now.
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// There can't be any connection in flight now.
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connectionInFlight = null;
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connectionInFlight = null;
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// Make sure we clear the current connected server as the connection is invalid.
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connectedServer = null;
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if (!isActive()) {
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if (!isActive()) {
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// If the connection is no longer active, it makes no sense to try and recover it.
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// If the connection is no longer active, it makes no sense to try and recover it.
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