Commit graph

3188 commits

Author SHA1 Message Date
Zack Middleton
5b9302a7ef Don't start game entity loops at index 1 2017-06-07 20:32:57 -05:00
Zack Middleton
71512bb1fd Show client's name in callvote clientkick vote display message
Make callvote always kick by client num so player can't rename to
avoid being kicked. Don't allow calling a vote to kick host or
non-existent players.
2017-06-07 20:24:10 -05:00
Zack Middleton
eeb28dc1d0 Fix score info being dropped by server
Server drops reliable command string if it's length is more than 1022.
2017-06-07 19:55:36 -05:00
Zack Middleton
91acf8a681 Don't build score info for bots, they don't parse it 2017-06-07 19:54:34 -05:00
Zack Middleton
b511b8f2f6 Fix Coverity warning that endVelocity is uninitialized 2017-06-07 19:51:32 -05:00
Zack Middleton
c96acec428 Fix (unused) check for map restart in CG_TransitionSnapshot 2017-06-07 19:42:32 -05:00
Zack Middleton
1456008d96 Fix comment for CG_SetInitialSnapshot 2017-06-07 19:41:46 -05:00
Zack Middleton
1048073e26 Unify checks for missing COM_Parse() token 2017-06-07 19:16:05 -05:00
Zack Middleton
d58234a6c7 Fix 'missing token' in parsers for animations.cfg 2017-06-07 19:06:41 -05:00
Zack Middleton
6e340f9a5b Don't use uninitialized ps from BotAI_GetClientState
If BotAI_GetPlayerState returns qfalse, ps is untouched and in
some cases means uninitialized. So don't use it if not valid.
2017-06-07 19:02:20 -05:00
Zack Middleton
74aa4268b2 Stop caching sv_maxclients in bot code 2017-06-07 19:00:28 -05:00
Zack Middleton
d1631d6ea3 Use const char pointers when possible in botlib's libvar code 2017-06-07 18:54:49 -05:00
Ryan C. Gordon
76e6b3c534 Removed unnecessary trailing backslash. 2017-06-04 16:43:50 -04:00
Ryan C. Gordon
b771192d52 Use "x86_64" and not "x86-64" like everything else in ioq3. 2017-06-04 02:46:49 -04:00
Ryan C. Gordon
749e17ab1d Add a log message if manifest is valid. 2017-06-04 02:23:49 -04:00
Ryan C. Gordon
a761684a23 Windows support for autoupdater manifest signatures. 2017-06-04 02:21:55 -04:00
Ryan C. Gordon
c9c5d8710a Added .gitignore for rsa_tools directory. 2017-06-04 01:49:33 -04:00
Ryan C. Gordon
06cc3a4e1b build-rsa-tools.sh now works on Linux. 2017-06-04 01:44:39 -04:00
Ryan C. Gordon
ced7437042 Updated autoupdater-readme.txt with manifest signing details. 2017-06-04 01:32:41 -04:00
Ryan C. Gordon
e04bfd4967 Autoupdater now checks RSA digital signature for manifest. 2017-06-04 01:32:10 -04:00
Ryan C. Gordon
f71260eb8c Replace sha256.c with libTomCrypt equivalent, since we'll be using it anyway. 2017-06-04 01:17:17 -04:00
Ryan C. Gordon
62f6f0c7e0 Wire up libTom stuff to build system. 2017-06-04 01:16:37 -04:00
Ryan C. Gordon
7542966e33 Verify libTom source archives aren't tampered with. 2017-06-04 01:15:38 -04:00
Ryan C. Gordon
ece37f1390 Initial add of rsa_tools.
This is just a simple RSA public key digital signature thing built on
libtomcrypt. The gist:

Some admin will generate a public/private key with rsa_make_keys, keeping the
private key secret. Using the private key and rsa_sign, the admin will sign
the autoupdater manifests, generating manifest.txt.sig.

The public key ships with the game (adding 270 bytes to the download), the
.sig is downloaded with the manifest by the autoupdater (256 bytes extra
download), then the autoupdater checks the manifest against the signature
with the public key. if the signature isn't valid (the manifest was tampered
with or corrupt), the autoupdater refuses to continue.

If the manifest is to be trusted, it lists sha256 checksums for every file to
download, so there's no need to sign every file; if they can't tamper with the
manifest, they can't tamper with any other file to be updated since the file's
listed sha256 won't match.

If the private key is compromised, we generate new keys and ship new
installers, so new installations will be able to update but existing ones
will need to do a new install to keep getting updates. Don't let the private
key get compromised. The private key doesn't go on a public server. Maybe it
doesn't even live on the admin's laptop hard drive.

If the download server is compromised and serving malware, the autoupdater
will reject it outright if they haven't compromised the private key, generated
a new manifest, and signed it with the private key.

libtomcrypt is sort of a big pile of source code, so instead of putting it
in revision control, we have a script to download it. Most things don't need
it. It lives on GitHub, so we _could_ do a git submodule, but most people
don't need it, so why waste their disk and bandwidth? That said, when compiled
you end up with a few hundred kilobytes of binary code to verify a signature
and no external dependencies, so it seems like a win.
2017-06-03 20:26:07 -04:00
Zack Middleton
db1198f6ea Add mouse wheel support to UI list boxes
Allows scrolling server browser list and some other lists.
2017-06-03 14:03:09 -05:00
Zack Middleton
5592342b1b Only auto update empty Team Arena internet server cache
Previously tested a mod cvar which may be wrong when multiple
mods are involved or config is reset. Let's check the server
cache's internet server count directly.
2017-06-03 14:03:09 -05:00
Zack Middleton
66fec1b059 Remove unneeded code from OpenGL2's RB_RenderDrawSurfList
Make it more similar to OpenGL1.
2017-06-03 14:03:09 -05:00
Ryan C. Gordon
1aa20487a4 autoupdater: Fixed up GCC/clang printf function attribute. 2017-06-03 12:02:29 -04:00
Zachary J. Slater
87eecd7bc1 Merge pull request #290 from rcgordon/autoupdater
Initial shot at writing an ioquake3 autoupdater. Thank you icculus, and everyone who contributed to his patreon! https://www.patreon.com/icculus
2017-06-02 22:46:22 -10:00
Zack Middleton
c14cb70f15 Draw disconnect icon over lagometer in Team Arena too
The blinking disconnect icon is drawn over lagometer in Q3.
Team Arena moved the lagometer location. Now let's draw the
disconnect icon over lagometer in Team Arena too!
2017-06-02 22:11:52 -05:00
Zack Middleton
082376ed9e Enable tourney scoreboard in Team Arena
"/team score" draws an oversized scoreboard in Q3. In Team Arena
it draws nothing. They probably intended to replace it with the
new .menu UI. But since it didn't happen, go ahead and use the Q3
tournament scoreboard.
2017-06-02 22:11:52 -05:00
Zack Middleton
1066214548 Fix "brought in 1 skulls" Harvester message
Use correct singular/plural form of skulls for Harvester's brought in
skulls message.

Reported by Tobias.
2017-06-02 22:11:52 -05:00
Zack Middleton
4006358492 Fix spawn/freed entity logic (specifically harvester skulls)
- Actually use the second 'force' pass in G_Spawn when out of
available slots.
- Make G_EntitiesFree return qtrue if we can open a new slot.
(Only used when spawning Harvester skulls.)

Fixes not spawning Harvester skulls when there are no 'open freed
slots', but we have other slots available to open.
2017-06-02 22:11:52 -05:00
Zack Middleton
4227d97958 Make Team Arena win logic handle more game types/blue team
The Team Arena menu uses red team for single player but q3_ui
(and mods could) use blue. Also handle all the game types, not
just the ones used by Team Arena. Fixes FFA and Team DM.
2017-06-02 22:07:27 -05:00
Zack Middleton
4506ebd5d7 Fix joining team when starting local team play server
AKA fix joining team in Team Arena single player. Though it also
affects starting Q3 skirmish in team dm or ctf modes.
2017-06-02 21:07:30 -05:00
Ryan C. Gordon
b33551dfa2 Fixed comment typo: s/until/under 2017-06-02 11:28:33 -04:00
Ryan C. Gordon
0eb497b01b Disable the autoupdater; enable only if intentional, like for official builds. 2017-06-02 02:29:09 -04:00
Ryan C. Gordon
063875e89a Fixed linking on things that need -ldl, and compiler warnings. 2017-06-02 01:39:03 -04:00
Ryan C. Gordon
cd4aa2d9a9 Don't fail if the game process went away before we were ready to wait for it. 2017-06-02 01:32:33 -04:00
Ryan C. Gordon
b5c54ec019 Use stdint.h on Visual C if >= Visual Studio 2010. 2017-06-02 01:31:45 -04:00
Ryan C. Gordon
82977da9c8 Working Windows port of the autoupdater! 2017-06-02 00:49:42 -04:00
Zack Middleton
bd067540f5 Fix hitch when opening Team Arena find friend menu
Opening the find friend menu in the Team Arena server browser
hitches due to trying to resolve blank host names.

In UI_BuildFindPlayerList() status requests that are initial or
completed state or have timed out get reset. This means it starts
with MAX_SERVERSTATUSREQUESTS (16) blank host names. So just ignore
them in UI_GetServerStatusInfo().
2017-06-01 18:54:28 -05:00
Zack Middleton
0a19ae0306 Fix levelshot displayed in Team Arena server browser
Levelshot was not updated when server list was initially loaded or
server list was sorted.
2017-06-01 18:03:24 -05:00
Zack Middleton
2091a2e2d5 Fix favorite servers player count message in Team Arena UI
The console message "1 servers listed in browser with 2 players."
would count clients multiple times when viewing favorite servers.

When viewing favorite servers in Team Arena UI, servers are added
to list before getting ping response. Each time UI checked pings
and inserted server it incremented the player count.
2017-06-01 17:24:07 -05:00
Zack Middleton
6b5674e6bb Fix filtering favorite servers in Team Arena UI
Filter favorite servers based on cached server info and new info
instead of only the cached info.

If cached server info is filtered out, don't add it to server list
but wait for getinfo response before marking server as invisible.
2017-06-01 17:24:07 -05:00
Zack Middleton
0b853a659a Make Team Arena server list sub-sort clients by max clients
The player column in Team Arena UI lists clients and max clients
in format of "clients [maxclients]". When sorting by clients the
max clients is ignored which results in player column being
disorganized.

When servers have the same number of clients, sort based on max
clients. Otherwise client sort is sub-sorted based on order of
getinfo responses (ping).
2017-06-01 17:24:06 -05:00
Zack Middleton
2bbe178bc8 Replace constant value with UIAS_GLOBAL1 2017-06-01 17:24:06 -05:00
Zack Middleton
e8f092637c Automatically get initial Internet servers in Team Arena UI
Having to manually request the list, with two buttons (get new
list, refresh list) is somewhat confusing. Also since it looks
like there are no servers, users might not try to figure out
how to get the server list.

The first time viewing a master server list in Team Arena UI,
automatically request a new server list. After that the cache
will be available with a timestamp of the last refresh time.
I think this will make it easier to understand how the menu
works.

This may cause unneeded updating of the server cache because the
last refresh timestamp is per-fs_game but the server cache is
shared by all games. This will only occur once for each game
though so it's not a big concern.
2017-06-01 17:24:06 -05:00
Zack Middleton
f6f2710f94 Make server browser default to Internet
The default use to be local. In q3_ui you have to press spacebar or
wait for scan to time out before you can switch to Internet.
2017-06-01 16:58:21 -05:00
Ryan C. Gordon
8cf088ae27 Fully initialize ManifestItems (rollback, etc, was uninitialized before!). 2017-06-01 17:17:25 -04:00