Prevent SV_DropClient() from being called recursively if the client is dropped by a kick or timeout and has too many reliable commands

This commit is contained in:
smallmodel 2024-10-11 20:29:32 +02:00 committed by Tim Angus
parent 009f520633
commit cc18246f22
2 changed files with 16 additions and 0 deletions

View file

@ -659,6 +659,16 @@ void SV_DropClient( client_t *drop, const char *reason ) {
// Free all allocated data on the client structure
SV_FreeClient(drop);
// Reset the reliable sequence to the currently acknowledged command
// This prevents SV_AddServerCommand() from making another recursive call to SV_DropClient()
// if the client lacks sufficient space for another reliable command
// it also guarantees that the client receives both the print and disconnect commands
drop->reliableSequence = drop->reliableAcknowledge;
// Setting the gamestate message number to -1 ensures that SV_AddServerCommand()
// will not call SV_DropClient() again, even though it is unlikely the client
// will receive many server commands during the drop
drop->gamestateMessageNum = -1;
// tell everyone why they got dropped
SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason );

View file

@ -159,6 +159,12 @@ void SV_AddServerCommand( client_t *client, const char *cmd ) {
// we check == instead of >= so a broadcast print added by SV_DropClient()
// doesn't cause a recursive drop client
if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
if ( client->gamestateMessageNum == -1 ) {
// invalid game state message
// this can occur in SV_DropClient() to avoid calling it more than once
return;
}
Com_Printf( "===== pending server commands =====\n" );
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );