stops handling TIME_PLAYED_MSG if we don't know the player's name yet
seems to occur in retail on first character load (not subsequent reloads or character change)
I've been seeing the same stack trace as mentioned in #15 since 9.2 release and this seems to fix it, and still let the played time get tracked on subsequent events.
Fixes #15
stops handling TIME_PLAYED_MSG if we don't know the player's name yet seems to occur in retail on first character load (not subsequent reloads or character change)
I've been seeing the same stack trace as mentioned in #15 since 9.2 release and this seems to fix it, and still let the played time get tracked on subsequent events.