Various bugfixes by Tobias Kuehnhammer (#5270)

- A stupid bug where bots re-trigger jumppads if they fell onto it.
- A small "memset" bug concerning player animations.
- Reward sounds were never cleared and thus they are played on a map restart.
- Safer and more secure handling of disconnected clients and clients with 
  malformed or illegal info strings.
- first_gauntlet_hit.wav was not played (ops/ps) bug
- capturelimit not hit (from OAX)
This commit is contained in:
Thilo Schulz 2012-07-01 17:27:52 +00:00
parent 1af9c636a5
commit 56f16e10d6
11 changed files with 32 additions and 29 deletions

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@ -742,7 +742,7 @@ void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type)
int BotGetReachabilityToGoal(vec3_t origin, int areanum, int BotGetReachabilityToGoal(vec3_t origin, int areanum,
int lastgoalareanum, int lastareanum, int lastgoalareanum, int lastareanum,
int *avoidreach, float *avoidreachtimes, int *avoidreachtries, int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
bot_goal_t *goal, int travelflags, int movetravelflags, bot_goal_t *goal, int travelflags,
struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags) struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags)
{ {
int i, t, besttime, bestreachnum, reachnum; int i, t, besttime, bestreachnum, reachnum;
@ -754,7 +754,6 @@ int BotGetReachabilityToGoal(vec3_t origin, int areanum,
if (AAS_AreaDoNotEnter(areanum) || AAS_AreaDoNotEnter(goal->areanum)) if (AAS_AreaDoNotEnter(areanum) || AAS_AreaDoNotEnter(goal->areanum))
{ {
travelflags |= TFL_DONOTENTER; travelflags |= TFL_DONOTENTER;
movetravelflags |= TFL_DONOTENTER;
} //end if } //end if
//use the routing to find the next area to go to //use the routing to find the next area to go to
besttime = 0; besttime = 0;
@ -787,7 +786,7 @@ int BotGetReachabilityToGoal(vec3_t origin, int areanum,
if (lastgoalareanum == goal->areanum && reach.areanum == lastareanum) continue; if (lastgoalareanum == goal->areanum && reach.areanum == lastareanum) continue;
//if (AAS_AreaContentsTravelFlags(reach.areanum) & ~travelflags) continue; //if (AAS_AreaContentsTravelFlags(reach.areanum) & ~travelflags) continue;
//if the travel isn't valid //if the travel isn't valid
if (!BotValidTravel(origin, &reach, movetravelflags)) continue; if (!BotValidTravel(origin, &reach, travelflags)) continue;
//get the travel time //get the travel time
t = AAS_AreaTravelTimeToGoalArea(reach.areanum, reach.end, goal->areanum, travelflags); t = AAS_AreaTravelTimeToGoalArea(reach.areanum, reach.end, goal->areanum, travelflags);
//if the goal area isn't reachable from the reachable area //if the goal area isn't reachable from the reachable area
@ -874,7 +873,7 @@ int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, floa
reachnum = BotGetReachabilityToGoal(reach.end, reach.areanum, reachnum = BotGetReachabilityToGoal(reach.end, reach.areanum,
ms->lastgoalareanum, lastareanum, ms->lastgoalareanum, lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries, ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, travelflags, NULL, 0, NULL); goal, travelflags, NULL, 0, NULL);
VectorCopy(reach.end, end); VectorCopy(reach.end, end);
lastareanum = reach.areanum; lastareanum = reach.areanum;
if (lastareanum == goal->areanum) if (lastareanum == goal->areanum)
@ -933,7 +932,7 @@ int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int
reachnum = BotGetReachabilityToGoal(end, areanum, reachnum = BotGetReachabilityToGoal(end, areanum,
lastgoalareanum, lastareanum, lastgoalareanum, lastareanum,
avoidreach, avoidreachtimes, avoidreachtries, avoidreach, avoidreachtimes, avoidreachtries,
goal, travelflags, travelflags, NULL, 0, NULL); goal, travelflags, NULL, 0, NULL);
if (!reachnum) return qfalse; if (!reachnum) return qfalse;
AAS_ReachabilityFromNum(reachnum, &reach); AAS_ReachabilityFromNum(reachnum, &reach);
// //
@ -3246,7 +3245,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
reachnum = BotGetReachabilityToGoal(ms->origin, ms->areanum, reachnum = BotGetReachabilityToGoal(ms->origin, ms->areanum,
ms->lastgoalareanum, ms->lastareanum, ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries, ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, travelflags, goal, travelflags,
ms->avoidspots, ms->numavoidspots, &resultflags); ms->avoidspots, ms->numavoidspots, &resultflags);
//the area number the reachability starts in //the area number the reachability starts in
ms->reachareanum = ms->areanum; ms->reachareanum = ms->areanum;
@ -3369,7 +3368,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
lastreachnum = BotGetReachabilityToGoal(end, areas[i], lastreachnum = BotGetReachabilityToGoal(end, areas[i],
ms->lastgoalareanum, ms->lastareanum, ms->lastgoalareanum, ms->lastareanum,
ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries, ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
goal, travelflags, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL); goal, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL);
if (lastreachnum) if (lastreachnum)
{ {
ms->lastreachnum = lastreachnum; ms->lastreachnum = lastreachnum;
@ -3389,7 +3388,6 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
ms->lastreachnum = lastreachnum; ms->lastreachnum = lastreachnum;
ms->lastareanum = areas[i]; ms->lastareanum = areas[i];
//botimport.Print(PRT_MESSAGE, "found jumppad reachability hard!!\n"); //botimport.Print(PRT_MESSAGE, "found jumppad reachability hard!!\n");
break;
} //end if } //end if
} //end for } //end for
if (lastreachnum) break; if (lastreachnum) break;

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@ -323,7 +323,7 @@ void ElevatorBottomCenter(aas_reachability_t *reach, vec3_t bottomcenter);
int BotGetReachabilityToGoal(vec3_t origin, int areanum, int BotGetReachabilityToGoal(vec3_t origin, int areanum,
int lastgoalareanum, int lastareanum, int lastgoalareanum, int lastareanum,
int *avoidreach, float *avoidreachtimes, int *avoidreachtries, int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
bot_goal_t *goal, int travelflags, int movetravelflags, bot_goal_t *goal, int travelflags,
struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags); struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags);
int AAS_PointLight(vec3_t origin, int *red, int *green, int *blue); int AAS_PointLight(vec3_t origin, int *red, int *green, int *blue);

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@ -668,20 +668,21 @@ CG_AdjustPositionForMover
Also called by client movement prediction code Also called by client movement prediction code
========================= =========================
*/ */
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) { void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angles_in, vec3_t angles_out) {
centity_t *cent; centity_t *cent;
vec3_t oldOrigin, origin, deltaOrigin; vec3_t oldOrigin, origin, deltaOrigin;
vec3_t oldAngles, angles; vec3_t oldAngles, angles, deltaAngles;
//vec3_t deltaAngles;
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) { if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
VectorCopy( in, out ); VectorCopy( in, out );
VectorCopy(angles_in, angles_out);
return; return;
} }
cent = &cg_entities[ moverNum ]; cent = &cg_entities[ moverNum ];
if ( cent->currentState.eType != ET_MOVER ) { if ( cent->currentState.eType != ET_MOVER ) {
VectorCopy( in, out ); VectorCopy( in, out );
VectorCopy(angles_in, angles_out);
return; return;
} }
@ -692,10 +693,10 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles ); BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin ); VectorSubtract( origin, oldOrigin, deltaOrigin );
//VectorSubtract( angles, oldAngles, deltaAngles ); VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out ); VectorAdd( in, deltaOrigin, out );
VectorAdd( angles_in, deltaAngles, angles_out );
// FIXME: origin change when on a rotating object // FIXME: origin change when on a rotating object
} }
@ -773,7 +774,7 @@ static void CG_CalcEntityLerpPositions( centity_t *cent ) {
// player state // player state
if ( cent != &cg.predictedPlayerEntity ) { if ( cent != &cg.predictedPlayerEntity ) {
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
cg.snap->serverTime, cg.time, cent->lerpOrigin ); cg.snap->serverTime, cg.time, cent->lerpOrigin, cent->lerpAngles, cent->lerpAngles);
} }
} }

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@ -1333,7 +1333,7 @@ void CG_PainEvent( centity_t *cent, int health );
void CG_SetEntitySoundPosition( centity_t *cent ); void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void ); void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent ); void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angles_in, vec3_t angles_out);
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName ); qhandle_t parentModel, char *tagName );

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@ -2615,7 +2615,7 @@ void CG_ResetPlayerEntity( centity_t *cent ) {
cent->pe.legs.pitchAngle = 0; cent->pe.legs.pitchAngle = 0;
cent->pe.legs.pitching = qfalse; cent->pe.legs.pitching = qfalse;
memset( &cent->pe.torso, 0, sizeof( cent->pe.legs ) ); memset( &cent->pe.torso, 0, sizeof( cent->pe.torso ) );
cent->pe.torso.yawAngle = cent->rawAngles[YAW]; cent->pe.torso.yawAngle = cent->rawAngles[YAW];
cent->pe.torso.yawing = qfalse; cent->pe.torso.yawing = qfalse;
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH]; cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];

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@ -375,7 +375,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
} }
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) { if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
#ifdef MISSIONPACK #ifdef MISSIONPACK
if (ops->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) { if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
sfx = cgs.media.firstHumiliationSound; sfx = cgs.media.firstHumiliationSound;
} else { } else {
sfx = cgs.media.humiliationSound; sfx = cgs.media.humiliationSound;

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@ -534,9 +534,9 @@ void CG_PredictPlayerState( void ) {
} }
cg.thisFrameTeleport = qfalse; cg.thisFrameTeleport = qfalse;
} else { } else {
vec3_t adjusted; vec3_t adjusted, new_angles;
CG_AdjustPositionForMover( cg.predictedPlayerState.origin, CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
if ( cg_showmiss.integer ) { if ( cg_showmiss.integer ) {
if (!VectorCompare( oldPlayerState.origin, adjusted )) { if (!VectorCompare( oldPlayerState.origin, adjusted )) {
@ -604,7 +604,7 @@ void CG_PredictPlayerState( void ) {
// adjust for the movement of the groundentity // adjust for the movement of the groundentity
CG_AdjustPositionForMover( cg.predictedPlayerState.origin, CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum, cg.predictedPlayerState.groundEntityNum,
cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
if ( cg_showmiss.integer ) { if ( cg_showmiss.integer ) {
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {

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@ -457,7 +457,8 @@ static void CG_MapRestart( void ) {
cg.fraglimitWarnings = 0; cg.fraglimitWarnings = 0;
cg.timelimitWarnings = 0; cg.timelimitWarnings = 0;
cg.rewardTime = 0;
cg.rewardStack = 0;
cg.intermissionStarted = qfalse; cg.intermissionStarted = qfalse;
cg.levelShot = qfalse; cg.levelShot = qfalse;

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@ -722,6 +722,8 @@ void ClientUserinfoChanged( int clientNum ) {
// check for malformed or illegal info strings // check for malformed or illegal info strings
if ( !Info_Validate(userinfo) ) { if ( !Info_Validate(userinfo) ) {
strcpy (userinfo, "\\name\\badinfo"); strcpy (userinfo, "\\name\\badinfo");
// don't keep those clients and userinfo
trap_DropClient(clientNum, "Invalid userinfo");
} }
// check for local client // check for local client
@ -938,7 +940,12 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
return "Invalid password"; return "Invalid password";
} }
} }
// if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether
if (ent->inuse) {
G_LogPrintf("Forcing disconnect on active client: %i\n", ent-g_entities);
// so lets just fix up anything that should happen on a disconnect
ClientDisconnect(ent-g_entities);
}
// they can connect // they can connect
ent->client = level.clients + clientNum; ent->client = level.clients + clientNum;
client = ent->client; client = ent->client;
@ -1271,7 +1278,7 @@ void ClientDisconnect( int clientNum ) {
G_RemoveQueuedBotBegin( clientNum ); G_RemoveQueuedBotBegin( clientNum );
ent = g_entities + clientNum; ent = g_entities + clientNum;
if ( !ent->client ) { if (!ent->client || ent->client->pers.connected == CON_DISCONNECTED) {
return; return;
} }

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@ -1590,7 +1590,7 @@ void ClientCommand( int clientNum ) {
char cmd[MAX_TOKEN_CHARS]; char cmd[MAX_TOKEN_CHARS];
ent = g_entities + clientNum; ent = g_entities + clientNum;
if ( !ent->client ) { if (!ent->client || ent->client->pers.connected != CON_CONNECTED) {
return; // not fully in game yet return; // not fully in game yet
} }

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@ -1363,10 +1363,6 @@ void CheckExitRules( void ) {
} }
} }
if ( level.numPlayingClients < 2 ) {
return;
}
if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) { if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) { if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" ); trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );