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Removed network message entirely
Header needs to include more data to properly filter someone trying to connect
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parent
8a14497d8c
commit
4c140224a2
1 changed files with 2 additions and 7 deletions
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@ -117,8 +117,6 @@ static SOCKET mysocket = INVALID_SOCKET;
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static sockaddr_in sendaddress[MAXNETNODES];
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static sockaddr_in sendaddress[MAXNETNODES];
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static uint8_t sendplayer[MAXNETNODES];
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static uint8_t sendplayer[MAXNETNODES];
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constexpr int NET_EXIT = 0x80;
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#ifdef __WIN32__
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#ifdef __WIN32__
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const char *neterror (void);
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const char *neterror (void);
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#else
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#else
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@ -308,7 +306,7 @@ void PacketGet (void)
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GetPlayerName(node).GetChars());
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GetPlayerName(node).GetChars());
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}
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}
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doomcom.data[0] = NET_EXIT;
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doomcom.data[0] = NCMD_EXIT;
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c = 1;
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c = 1;
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}
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}
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else if (err != WSAEWOULDBLOCK)
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else if (err != WSAEWOULDBLOCK)
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@ -346,11 +344,8 @@ void PacketGet (void)
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}
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}
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else if (c > 0)
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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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{ //The packet is not from any in-game node, so we might as well discard it.
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// Don't show the message for disconnect notifications.
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if (TransmitBuffer[0] == PRE_FAKE)
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if (TransmitBuffer[0] != NET_EXIT)
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{
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{
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if (TransmitBuffer[0] != PRE_FAKE)
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DPrintf(DMSG_WARNING, "Dropped packet: Unknown host (%s:%d)\n", inet_ntoa(fromaddress.sin_addr), fromaddress.sin_port);
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// If it's someone waiting in the lobby, let them know the game already started
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// If it's someone waiting in the lobby, let them know the game already started
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uint8_t msg[] = { PRE_FAKE, PRE_IN_PROGRESS };
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uint8_t msg[] = { PRE_FAKE, PRE_IN_PROGRESS };
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PreSend(msg, 2, &fromaddress);
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PreSend(msg, 2, &fromaddress);
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