Merge branch 'master' into addfile-netgame-fixes

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toasterone 2017-12-20 20:58:45 +00:00 committed by GitHub
commit ff745531b0
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2 changed files with 62 additions and 11 deletions

View file

@ -3137,16 +3137,68 @@ static boolean SV_AddWaitingPlayers(void)
{
newplayer = true;
// search for a free playernum
// we can't use playeringame since it is not updated here
for (; newplayernum < MAXPLAYERS; newplayernum++)
{
for (n = 0; n < MAXNETNODES; n++)
if (nodetoplayer[n] == newplayernum || nodetoplayer2[n] == newplayernum)
if (netgame)
// !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!!
//
// The line just after that comment is an awful, horrible, terrible, TERRIBLE hack.
//
// Basically, the fix I did in order to fix the download freezes happens
// to cause situations in which a player number does not match
// the node number associated to that player.
// That is totally normal, there is absolutely *nothing* wrong with that.
// Really. Player 7 being tied to node 29, for instance, is totally fine.
//
// HOWEVER. A few (broken) parts of the netcode do the TERRIBLE mistake
// of mixing up the concepts of node and player, resulting in
// incorrect handling of cases where a player is tied to a node that has
// a different number (which is a totally normal case, or at least should be).
// This incorrect handling can go as far as literally
// anyone from joining your server at all, forever.
//
// Given those two facts, there are two options available
// in order to let this download freeze fix be:
// 1) Fix the broken parts that assume a node is a player or similar bullshit.
// 2) Change the part this comment is located at, so that any player who joins
// is given the same number as their associated node.
//
// No need to say, 1) is by far the obvious best, whereas 2) is a terrible hack.
// Unfortunately, after trying 1), I most likely didn't manage to find all
// of those broken parts, and thus 2) has become the only safe option that remains.
//
// So I did this hack.
//
// If it isn't clear enough, in order to get rid of this ugly hack,
// you will have to fix all parts of the netcode that
// make a confusion between nodes and players.
//
// And if it STILL isn't clear enough, a node and a player
// is NOT the same thing. Never. NEVER. *NEVER*.
//
// And if someday you make the terrible mistake of
// daring to have the unforgivable idea to try thinking
// that a node might possibly be the same as a player,
// or that a player should have the same number as its node,
// be sure that I will somehow know about it and
// hunt you down tirelessly and make you regret it,
// even if you live on the other side of the world.
//
// TODO: vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
// \todo >>>>>>>>>> Remove this horrible hack as soon as possible <<<<<<<<<<
// TODO: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//
// !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!!
newplayernum = node; // OMFG SAY WELCOME TO TEH NEW HACK FOR FIX FIL DOWNLOAD!!1!
else // Don't use the hack if we don't have to
// search for a free playernum
// we can't use playeringame since it is not updated here
for (; newplayernum < MAXPLAYERS; newplayernum++)
{
for (n = 0; n < MAXNETNODES; n++)
if (nodetoplayer[n] == newplayernum || nodetoplayer2[n] == newplayernum)
break;
if (n == MAXNETNODES)
break;
if (n == MAXNETNODES)
break;
}
}
// should never happen since we check the playernum
// before accepting the join

View file

@ -498,8 +498,7 @@ static void cleanupnodes(void)
// Why can't I start at zero?
for (j = 1; j < MAXNETNODES; j++)
//if (!(nodeingame[j] || SV_SendingFile(j)))
if (!nodeingame[j])
if (!(nodeingame[j] || SV_SendingFile(j)))
nodeconnected[j] = false;
}