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Treat packets from unknown nodes differently
Instead of trying to decompress packets from unknown connections (and failing them anyway), they are now reported and discarded without doing anything else.
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parent
455145d611
commit
6db974918a
1 changed files with 7 additions and 1 deletions
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@ -293,7 +293,7 @@ void PacketGet (void)
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return;
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}
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}
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else if (c > 0)
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else if (node >= 0 && c > 0)
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{
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doomcom.data[0] = TransmitBuffer[0] & ~NCMD_COMPRESSED;
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if (TransmitBuffer[0] & NCMD_COMPRESSED)
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@ -316,6 +316,12 @@ void PacketGet (void)
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memcpy(doomcom.data + 1, TransmitBuffer + 1, c - 1);
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}
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}
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else if (c > 0)
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{ //The packet is not from any in-game node, so we might as well discard it.
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Printf("Dropped packet: Unknown host (%s:%d)\n", inet_ntoa(fromaddress.sin_addr), fromaddress.sin_port);
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doomcom.remotenode = -1;
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return;
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}
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doomcom.remotenode = node;
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doomcom.datalength = (short)c;
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