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Prevent SV_DropClient() from being called recursively if the client is dropped by a kick or timeout and has too many reliable commands
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2 changed files with 16 additions and 0 deletions
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@ -659,6 +659,16 @@ void SV_DropClient( client_t *drop, const char *reason ) {
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// Free all allocated data on the client structure
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SV_FreeClient(drop);
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// Reset the reliable sequence to the currently acknowledged command
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// This prevents SV_AddServerCommand() from making another recursive call to SV_DropClient()
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// if the client lacks sufficient space for another reliable command
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// it also guarantees that the client receives both the print and disconnect commands
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drop->reliableSequence = drop->reliableAcknowledge;
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// Setting the gamestate message number to -1 ensures that SV_AddServerCommand()
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// will not call SV_DropClient() again, even though it is unlikely the client
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// will receive many server commands during the drop
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drop->gamestateMessageNum = -1;
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// tell everyone why they got dropped
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SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason );
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@ -159,6 +159,12 @@ void SV_AddServerCommand( client_t *client, const char *cmd ) {
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// we check == instead of >= so a broadcast print added by SV_DropClient()
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// doesn't cause a recursive drop client
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if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
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if ( client->gamestateMessageNum == -1 ) {
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// invalid game state message
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// this can occur in SV_DropClient() to avoid calling it more than once
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return;
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}
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Com_Printf( "===== pending server commands =====\n" );
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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