Commit graph

203 commits

Author SHA1 Message Date
Zack Middleton
3521787c14 Merge branch 'misc/lilium_common' into game/eliteforce
Conflicts:
	README.md
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/q_shared.h
	code/sys/sys_unix.c
2018-03-04 04:04:35 -06:00
Zack Middleton
cb7ccbacac Allow changing the renderer file name prefix
This makes it easier for forks to coexist without having issues with
incompatible renderers.
2018-03-04 03:17:31 -06:00
Zack Middleton
30190f45f3 Remove duplicate set netchan compat
Left over from before legacy protocol support was moved from iostvef
into ioquake3.
2018-03-04 00:32:06 -06:00
Zack Middleton
e45538b1c5 Merge branch 'master' into game/eliteforce
Conflicts:
	README.md
	code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Zack Middleton
738465d677 Revert my recent cvar latch changes
My cvar latch system changes prevent the Game VM from changing
g_gametype when the value is out of range due to it being registed in
the engine. It's been pointed out as fragile method of security, which
was still exploitable, by Noah Metzger (Chomenor). It doesn't seem like
this is working out to be a good solution.

The issue of fs_game '..' on server being relicated on client via
systeminfo exploit is still fixed as it's not affected by latch.
There are a few cases from current values of fs_game are used which
ideally should use fs_gamedir char array which has been validated.

Revert "Don't let VMs change engine latch cvars immediately"
Partially revert "Fix fs_game '..' reading outside of home and base path"
Revert "Fix VMs forcing engine latch cvar to update to latched value"
2018-01-21 22:45:46 -06:00
Zack Middleton
3638f69dff Fix fs_game '..' reading outside of home and base path
VMs could set fs_game to '..' at anytime to access files outside of home
and base path. fs_game sent by server to clients could also be '..' to
access files outside of home and base path.

'..' was not caught by FS_CheckDirTraversal() as it expects filenames
not a single directory.

I've made fs_game be latched to prevent VMs from changing it with no
good way to validate it before it's used. com_basegame and fs_basegame
are now latched as well.

Additionally, it's now possible to change com_basegame while the engine
is running. game_restart or vid_restart will make it take affect.
com_homepath is now CVAR_PROTECTED to prevent VMs from changing it
to a directory traversal.

This requires my two previous commits for preventing VMs from changing
engine latch cvars and only Cvar_Get fs_game in FS_Startup (so CVAR_INIT
isn't added in serveral other places).

Reported by Noah Metzger (Chomenor).
2018-01-21 06:02:28 -06:00
Thomas Köppe
ed1794fe17 Change shift expressions to unsigned types. Shifting signed values to
a result that is not representable has undefined behaviour.
2018-01-21 06:01:50 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton
2bcc90fca9 Fix globalservers for Elite Force
Vanilla Q3 UI doesn't list multiple master servers. ioquake3 changed
globalservers 0 to be all masters so they show in Q3 UI, moving single
masters from 0-4 to 1-5.

Vanilla Elite Force on the other hand, uses 0-4 for separate master
servers. So restore that behavior.
2017-09-18 00:32:54 -05:00
Zack Middleton
f4edc947b5 Make changing com_gamename use dpmaster protocol instead of efmaster 2017-09-18 00:13:27 -05:00
Zack Middleton
d7b202d4eb Fix set but unused variable 'type' warning 2017-09-17 23:49:28 -05:00
Zack Middleton
4837f4619e Merge branch 'master' into game/eliteforce
Conflicts:
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/files.c
	code/qcommon/msg.c
	code/qcommon/q_shared.h
	code/renderercommon/tr_common.h
	code/renderergl2/tr_extensions.c
	code/sdl/sdl_glimp.c
2017-09-17 23:16:55 -05:00
Zack Middleton
2d6171f44c Remove CVAR_PROTECTED from cl_renderer
Setting cl_renderer isn't a security concern and valid behavior for
a menu to provide. Sys_LoadDLL ensures only libries are loaded and
engine prevents QVMs from writing them.
2017-08-02 14:50:22 -05:00
Zack Middleton
9f239d647b Make 'globalservers 0' fetch all masters
This commit fixes the vanilla Q3 UI VMs not displaying a server list
when id Software's master server is down.

Originally master 0 for the globalservers command was Internet and
master 1 was MPlayer (defunct). In 2008 ioquake3 changed it so that
master 0 to 4 were five separate master servers with no affect on
original Quake3/Team Arena UI VMs; they continued to get the server
list from master.quake3arena.com.

id Software's master server (master.quake3arena.com) goes down
occasionally. Using ioq3's UI VM additional master servers can be
accessed but players using the original UI VMs are unable to get a
server list.

In order to fix the original UI VMs in Quake3/Team Arena's pk3s this
commit makes 'globalservers 0' fetch all master servers. So players
get a combined list of id Software's and ioquake3's master list. Or
just ioquake3's list if id Software's master is down.

Getting lists from individual master servers using globalservers has
changed from 0 through 4 to 1 through 5 to accommodate using 0 for
other purposes. This commit modifies ioq3's UI code to support the new
values for globalservers command.

A side affect of these changes is that UI VMs based on ioq3 since 2008
will have Internet1 fetch all master servers and Internet2 request
sv_master1 instead of sv_master2 and so on. It may be worth noting that
getting server list from masters 3-5 could not be done using ioq3's UI
before 2011.
2017-07-20 15:39:51 -05:00
Zack Middleton
e9436abff0 Only allow connectionless print/echo from server/rcon address
Reported by Ensiform.
2017-06-10 19:15:26 -05:00
Zack Middleton
eecc8326a0 Save connect and playdemo argument before calling CL_Disconnect()
Save argument instead of using a pointer to cmd token memory that
might be overwritten when Cmd_TokenizeString() is called.

No known method for causing the issue without engine changes.
Cmd_TokenizeString() is called by FS_PureServerSetReferencedPaks()
in CL_Disconnect() but it's not an issue because the string is
blank.

Thanks @mickael9.
2017-05-24 12:46:25 -05:00
SmileTheory
376267d534 Don't load .pk3s as .dlls, and don't load user config files from .pk3s. 2017-03-13 14:14:00 -07:00
Zack Middleton
978afd7590 Avoid shuting down opus voip codec multiple times 2016-10-09 18:30:19 -05:00
SmileTheory
1246d16834 Default cl_renderer to opengl2. 2016-10-02 20:00:59 -07:00
SmileTheory
1972128927 Better defaults for joystick axes.
These changed from SDL1->SDL2 afaict.
2016-08-04 21:31:26 -07:00
Zack Middleton
69f9c7d692 Merge branch 'master' into game/eliteforce
Conflicts:
	Makefile
	code/qcommon/q_shared.h
2016-06-17 02:22:52 -05:00
Victor Roemer
398dea397c Fix Makefile for OSX
Bump base SDK from 10.5 -> 10.7
Just use the builtin __APPLE__
2016-06-12 17:17:33 -04:00
Zack Middleton
8b458e5457 Fix warnings that names passed to Name_PlayerNameCompletion is not const 2016-05-09 10:41:58 -05:00
Zack Middleton
615b73288f Use Opus for VoIP
Server/client VoIP protocol is handled by adding new cvars
cl_voipProtocol and sv_voipProtocol, sv_voip and cl_voip
are used to auto set/clear them. All users need to touch
are cl/sv_voip as 0 or 1 just like before.

Old Speex VoIP packets in demos are skipped.
New VoIP packets are skipped in demos if sv_voipProtocol
doesn't match cl_voipProtocol.

Notable difference between usage of speex and opus codecs,
when using Speex client would be sent 80ms at a time.
Using Opus, 60ms is sent at a time. This was changed because
the Opus codec supports encoding up to 60ms at a time.
(Simpler to send only one codec frame in a packet.)
2016-01-06 05:19:10 -06:00
Zachary J. Slater
fe619680f8 Merge pull request #73 from Pan7/sayto
sayto cmd with player name completion
2015-12-28 09:04:19 -08:00
Tim Angus
7e0dac7517 Fix check for empty rconpassword in CL_Rcon_f 2015-10-04 21:11:35 +01:00
Zack Middleton
9839534543 Merge branch 'misc/lilium_common' into game/eliteforce 2015-07-24 23:56:15 -05:00
Zack Middleton
b4b68b8e80 Remove logically dead code from CL_GetServerStatus
Found by Coverity.
2015-07-12 21:14:04 -05:00
Zack Middleton
73de855c27 Merge branch 'master' into game/eliteforce
Conflicts:
	code/client/cl_main.c
2015-06-24 16:48:46 -05:00
Jeff Kent
63e6c82f4b fix buffer overflow in CL_CheckForResend 2015-04-18 22:43:47 -05:00
Zack Middleton
7e663b7c86 Misc Elite Force code clean up 2014-10-29 10:52:23 -05:00
Zack Middleton
b7cd6b6088 Elite Force white space clean up
Also fixed some code to match ioq3 (a few comments, a printf, ..).
2014-10-29 10:13:12 -05:00
Zack Middleton
c6e5f060fe Port Elite Force iorev2231 patch to latest ioq3
Port Thilo Schulz's Elite Force Holomatch patch to latest ioq3.
Patch for ioq3 svn r2231.

No support for OpenGL2 renderer yet.
2014-10-29 07:15:12 -05:00
Tim Angus
f83334d81b Add facility to describe cvars 2014-09-26 14:29:51 +01:00
Zack Middleton
0853c85e19 Fix incorrect strncat usage in CL_ServerInfoPacket 2014-08-27 20:35:16 -05:00
Pan7
f62d4c7f1c sayto cmd with player name completion 2014-07-18 00:15:05 +02:00
Zack Middleton
90eb32c5ab Clear referenced paks when disconnecting
After playing Team Arena, if you switch to Q3A and try to play a demo with
cl_allowDownload enabled it would print "Need Paks: blah blah" and not play the demo.
2014-02-08 22:09:30 -06:00
Zack Middleton
52e72408d9 Fix demoName Com_sprintf size larger than buffer
Maybe this is why demoName is a static global with the comment 'compiler bug workaround'?
2014-01-12 16:22:46 -06:00
Ensiform
93be2655f8 Remove unused cvar_t variable cl_trn 2013-11-11 01:09:10 -06:00
Tim Angus
7ae49cc237 Fix video recording sync drift (patch refactored but original author unknown) 2013-11-02 19:11:14 +00:00
Zack Middleton
e0a42885d9 Clear more variables in CL_InitServerInfo
Have cls.localServers use CL_InitServerInfo.
Don't set cls.localServers netType to from.type, it's the wrong value.

Note: server->visible is not cleared in CL_InitServerInfo, as stated by a comment below a place where CL_InitServerInfo is used.
2013-10-28 15:23:01 -05:00
Zack Middleton
4776fb4767 (bug #5984) Unload renderer lib 2013-07-08 16:36:30 -06:00
Zack Middleton
6b13806066 Fix getting servers from and being listed on id's q3 master server
Use q3 master protocol when com_gamename is Quake3Arena (the default), otherwise use dpmaster protocol.
2013-07-07 16:31:36 -05:00
Zack Middleton
2937ac7661 Allow adjusting VoIP gain and mute during SP demo playback 2013-06-04 23:19:47 -05:00
Zack Middleton
b009528e6a Fix displaying demo name when loading demo 2013-03-09 15:58:35 -06:00
Zack Middleton
26b1fcc471 Save all arguments from connect for reconnect command.
Remove unnecessary localhost check from reconnect command.
2012-12-16 19:20:08 +00:00
Zack Middleton
aac23d6934 Fix reconnect command to work after leaving server. (#5794) 2012-12-15 23:33:02 +00:00
Zack Middleton
d79ea2e5cd - Allow changing cl_voip without restarting.
- Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on.
2012-12-14 07:32:07 +00:00
Zack Middleton
10a574e6ed Remove unused function CL_DisconnectPacket. Pointed out by Ensiform. 2012-11-24 20:55:47 +00:00
Zack Middleton
05bc03d32d Remove anti tamper leftover code 'CL_ChangeReliableCommand'. From Ensiform. 2012-11-18 22:12:30 +00:00