Prevent reading past end of message in MSG_ReadBits. If read past
end of msg->data buffer (16348 bytes) the engine could SEGFAULT.
Make MSG_WriteBits use an exact buffer overflow check instead of
possibly failing with a few bytes left.
constructions like (dataMask & ~3) was used to protect against out-of-bound load/store when address is 4-byte closer to dataMask
but at the same time it effectively cut low address bits for ALL load/store operations which is totally wrong in terms of conformance to ALLOWED (i.e. generated by q3lcc from C sources) low-level operations like packed binary data parsing
- Paths to search for mods are now specified in an array
- Mods can now consist solely of ".pk3dir" folders and still be
considered valid
- The function now has a consistent style
+seta, +sets, and +setu were ignored because Com_AddStartupCommands
thought Com_StartupVariable handled it.
+set didn't allow value to be multiple tokens which due to Unix shell
unintuitively removing quotes causes the variable to only be set to
the first token. This could be worked around by escaping quotes
ioq3ded +set g_motd \"hello world\"
but it doesn't match behavior of other start up commands (which now
includes seta, sets, and setu) that use all tokens.
gcc 6 with -Wall -Wextra warns:
code/botlib/l_precomp.c: In function ‘PC_NameHash’:
code/botlib/l_precomp.c:551:2: warning: ‘register’ is not at beginning of declaration [-Wold-style-declaration]
int register hash, i;
^~~
Modern compilers either ignore the register storage class when
generating code, or generate better code without it, so just remove
most of them.
The remaining uses are in third-party bundled libraries (libjpeg, zlib),
and in a PowerPC-specific inline function consisting of inline
assembler (because I'm not 100% confident that it doesn't have
some practical use there).
If ERR_DROP during Com_GameRestart after shutting down client, Com_Error
needs to restart the client otherwise there is just a black window. Also,
clear the game restarting flag in Com_Error otherwise it's not possible to
run Com_GameRestart again later.
I don't know of a way to trigger ERR_DROP, in FS_Restart for instance,
without engine changes however.
Offer to restore settings when loading a mod that crashed, not the first
mod that gets loaded after a crash. Before the first mod loaded (usually
baseq3) would get the option even if missionpack or some other mod crashed.
- Make pid files separate for each fs_game.
- Remove/write pid every time switching fs_game.
- Create path before writing pid file otherwise it fails on first run.
- Show mod description.txt or fs_game instead of engine name in abnormal
exit message.
- Check com_fullyInitialized in Com_Error before removing PID,
otherwise "ioquake3 --version" segfaults when accessing fs_gamevar->string
(plus not fully initialized isn't really a normal shutdown).
The goal of reproducible builds is that a rebuild of the same source
code with the same compiler, libraries, etc. should result in the same
binaries. SOURCE_DATE_EPOCH provides a standard way for build systems
to fill in the date of the latest source change, typically from a git
commit or from metadata like the debian/changelog in Debian packages.
This does not change anything if SOURCE_DATE_EPOCH is not defined;
the intention is that a larger build system like a Debian package
will define it.
Please see https://reproducible-builds.org/ for more information about
reproducible builds.
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.)