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Merge pull request #216 from LJSonik/download-freeze-fix
Fix Master Server requests and player joins stopping file downloading
This commit is contained in:
commit
6ef3465d7d
2 changed files with 62 additions and 11 deletions
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@ -3137,16 +3137,68 @@ static boolean SV_AddWaitingPlayers(void)
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{
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newplayer = true;
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// search for a free playernum
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// we can't use playeringame since it is not updated here
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for (; newplayernum < MAXPLAYERS; newplayernum++)
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{
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for (n = 0; n < MAXNETNODES; n++)
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if (nodetoplayer[n] == newplayernum || nodetoplayer2[n] == newplayernum)
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if (netgame)
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// !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!!
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//
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// The line just after that comment is an awful, horrible, terrible, TERRIBLE hack.
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//
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// Basically, the fix I did in order to fix the download freezes happens
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// to cause situations in which a player number does not match
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// the node number associated to that player.
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// That is totally normal, there is absolutely *nothing* wrong with that.
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// Really. Player 7 being tied to node 29, for instance, is totally fine.
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//
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// HOWEVER. A few (broken) parts of the netcode do the TERRIBLE mistake
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// of mixing up the concepts of node and player, resulting in
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// incorrect handling of cases where a player is tied to a node that has
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// a different number (which is a totally normal case, or at least should be).
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// This incorrect handling can go as far as literally
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// anyone from joining your server at all, forever.
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//
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// Given those two facts, there are two options available
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// in order to let this download freeze fix be:
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// 1) Fix the broken parts that assume a node is a player or similar bullshit.
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// 2) Change the part this comment is located at, so that any player who joins
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// is given the same number as their associated node.
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//
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// No need to say, 1) is by far the obvious best, whereas 2) is a terrible hack.
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// Unfortunately, after trying 1), I most likely didn't manage to find all
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// of those broken parts, and thus 2) has become the only safe option that remains.
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//
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// So I did this hack.
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//
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// If it isn't clear enough, in order to get rid of this ugly hack,
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// you will have to fix all parts of the netcode that
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// make a confusion between nodes and players.
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//
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// And if it STILL isn't clear enough, a node and a player
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// is NOT the same thing. Never. NEVER. *NEVER*.
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//
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// And if someday you make the terrible mistake of
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// daring to have the unforgivable idea to try thinking
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// that a node might possibly be the same as a player,
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// or that a player should have the same number as its node,
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// be sure that I will somehow know about it and
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// hunt you down tirelessly and make you regret it,
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// even if you live on the other side of the world.
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//
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// TODO: vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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// \todo >>>>>>>>>> Remove this horrible hack as soon as possible <<<<<<<<<<
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// TODO: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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//
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// !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!!
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newplayernum = node; // OMFG SAY WELCOME TO TEH NEW HACK FOR FIX FIL DOWNLOAD!!1!
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else // Don't use the hack if we don't have to
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// search for a free playernum
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// we can't use playeringame since it is not updated here
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for (; newplayernum < MAXPLAYERS; newplayernum++)
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{
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for (n = 0; n < MAXNETNODES; n++)
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if (nodetoplayer[n] == newplayernum || nodetoplayer2[n] == newplayernum)
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break;
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if (n == MAXNETNODES)
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break;
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if (n == MAXNETNODES)
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break;
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}
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}
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// should never happen since we check the playernum
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// before accepting the join
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@ -498,8 +498,7 @@ static void cleanupnodes(void)
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// Why can't I start at zero?
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for (j = 1; j < MAXNETNODES; j++)
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//if (!(nodeingame[j] || SV_SendingFile(j)))
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if (!nodeingame[j])
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if (!(nodeingame[j] || SV_SendingFile(j)))
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nodeconnected[j] = false;
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}
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