ModernUO/Projects/UOContent/Network/Packets
Kamron Batman d337cf4a1e fix(network): reject repeats of the do-once handshake packets
Seeding and picking a server each happen once per connection. Neither had a
guard, so a client pipelining into the recv buffer could re-run the handshake
before the queued disconnect drained and reach both handlers again.

A second play-server is the one that mattered: this connection may already have
spent its auth id on a game login, and the id it would be handed back is the
spent one, which nothing will redeem. Rejecting the packet is the honest answer
-- the client is out of protocol order, not unlucky.

Account login and game login already guarded on SentFirstPacket.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 01:04:08 -07:00
..
IncomingAccountPackets.cs fix(network): reject repeats of the do-once handshake packets 2026-08-08 01:04:08 -07:00
IncomingEntityPackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingExtendedCommandPackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingHousePackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingItemPackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingMessagePackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingMobilePackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingMovementPackets.cs feat: Adds robust speed hack detection and movement throttling (#2266) 2026-03-07 11:44:37 -08:00
IncomingPlayerPackets.cs feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
IncomingTargetingPackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
IncomingVendorPackets.cs fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00