Revert basically every attempted join passwords fix

This commit is contained in:
Wolfy 2020-04-13 13:41:21 -05:00 committed by James R
parent b3247b48a1
commit fcea81e018
3 changed files with 24 additions and 118 deletions

View File

@ -674,7 +674,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
static void resynch_read_player(resynch_pak *rsp)
{
INT32 i = rsp->playernum, j;
//mobj_t *savedmo = players[i].mo;
mobj_t *savedmo = players[i].mo;
// Do not send anything visual related.
// Only send data that we need to know for physics.
@ -767,17 +767,11 @@ static void resynch_read_player(resynch_pak *rsp)
return;
//...but keep old mo even if it is corrupt or null!
//players[i].mo = savedmo;
players[i].mo = savedmo;
//Transfer important mo information if they have a valid mo.
if (!rsp->hasmo)
{
// Get rid of their object if they aren't supposed to have one.....??
if (players[i].mo)
P_RemoveMobj(players[i].mo);
return;
}
//server thinks player has a body.
//Give them a new body that can be then manipulated by the server's info.
@ -1030,7 +1024,6 @@ static void SV_SendResynch(INT32 node)
return;
}
resynch_inprogress[node] = false; // Let's see if there's REALLY anyone left to sync.....
netbuffer->packettype = PT_RESYNCHING;
for (i = 0, j = 0; i < MAXPLAYERS; ++i)
{
@ -1038,24 +1031,10 @@ static void SV_SendResynch(INT32 node)
if (!(resynch_status[node] & 1<<i))
continue;
if (!playeringame[i])
continue; // Player doesn't exist any more, so no need to resync them!
resynch_inprogress[node] = true;
// waiting for a reply or just waiting in general
if (resynch_sent[node][i])
{
--resynch_sent[node][i];
if (resynch_sent[node][i] > TICRATE)
{
CONS_Alert(CONS_ERROR, "Node %d (%s) somehow had a stupidly-long resync delay?! (%d tics to resync player %d)\n",
node, player_names[nodetoplayer[node]], resynch_sent[node][i], i
);
resynch_sent[node][i] = TICRATE;
}
continue;
}
@ -1069,15 +1048,6 @@ static void SV_SendResynch(INT32 node)
break;
}
if (!resynch_inprogress[node])
{
CONS_Alert(CONS_ERROR, "Node %d (%s) somehow had resync status for nonexistent players?! (%08x)\n",
node, player_names[nodetoplayer[node]], resynch_status[node] = 0x00
);
resynch_status[node] = 0x00;
resynch_inprogress[node] = true; // So they get the PT_RESYNCHEND...
}
if (resynch_score[node] > (unsigned)cv_resynchattempts.value*250)
{
XBOXSTATIC UINT8 buf[2];
@ -2311,8 +2281,6 @@ static void CL_ConnectToServer(boolean viams)
if (gamestate == GS_VOTING)
Y_EndVote();
resynch_local_inprogress = false; // Just in case this was never cleared...
DEBFILE(va("waiting %d nodes\n", doomcom->numnodes));
G_SetGamestate(GS_WAITINGPLAYERS);
wipegamestate = GS_WAITINGPLAYERS;
@ -3411,7 +3379,6 @@ void D_QuitNetGame(void)
HSendPacket(servernode, true, 0, 0);
}
resynch_local_inprogress = false; // No more resyncing!
D_CloseConnection();
ClearAdminPlayers();

View File

@ -339,7 +339,6 @@ static boolean Processackpak(void)
{
UINT8 ack = netbuffer->ack;
getackpacket++;
if (cmpack(ack, node->firstacktosend) <= 0)
{
DEBFILE(va("Discard(1) ack %d (duplicated)\n", ack));
@ -362,7 +361,6 @@ static boolean Processackpak(void)
// Is a good packet so increment the acknowledge number,
// Then search for a "hole" in the queue
UINT8 nextfirstack = (UINT8)(node->firstacktosend + 1);
if (!nextfirstack)
nextfirstack = 1;
@ -781,8 +779,6 @@ static const char *packettypename[NUMPACKETTYPE] =
{
"NOTHING",
"SERVERCFG",
"CLIENTCMD",
"CLIENTMIS",
"CLIENT2CMD",
@ -803,9 +799,6 @@ static const char *packettypename[NUMPACKETTYPE] =
"RESYNCHEND",
"RESYNCHGET",
"CLIENT3CMD",
"CLIENT3MIS",
"CLIENT4CMD",
@ -813,20 +806,13 @@ static const char *packettypename[NUMPACKETTYPE] =
"BASICKEEPALIVE",
"FILEFRAGMENT",
"TEXTCMD",
"TEXTCMD2",
"TEXTCMD3",
"TEXTCMD4",
"CLIENTJOIN",
"NODETIMEOUT",
"RESYNCHING",
"TELLFILESNEEDED",
"MOREFILESNEEDED",
"PING"
};
@ -1081,10 +1067,6 @@ boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlen
netbuffer->checksum = NetbufferChecksum();
sendbytes += packetheaderlength + doomcom->datalength; // For stat
// Joinpasswords close nodes, this may try to send to a waiting-to-close node, so cancel closing?
if (netbuffer->packettype == PT_CLIENTJOIN)
nodes[node].flags &= ~NF_CLOSE;
#ifdef PACKETDROP
// Simulate internet :)
//if (rand() >= (INT32)(RAND_MAX * (PACKETLOSSRATE / 100.f)))
@ -1121,7 +1103,7 @@ boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlen
//
boolean HGetPacket(void)
{
boolean nodejustjoined;
//boolean nodejustjoined;
// Get a packet from self
if (rebound_tail != rebound_head)
@ -1148,56 +1130,11 @@ boolean HGetPacket(void)
while(true)
{
nodejustjoined = I_NetGet();
//I_NetGet();
//nodejustjoined = I_NetGet();
I_NetGet();
if (doomcom->remotenode == -1) // No packet received
{
if (nodejustjoined) // _This_ means we did receive a packet, but either from a node we couldn't allocate or a gone player ackreting...
continue;
else
return false;
}
if (nodejustjoined)
{
// If a new node sends an unexpected packet, just ignore it
if (server
&& !(netbuffer->packettype == PT_ASKINFO
|| netbuffer->packettype == PT_SERVERINFO
|| netbuffer->packettype == PT_PLAYERINFO
|| netbuffer->packettype == PT_REQUESTFILE
|| netbuffer->packettype == PT_ASKINFOVIAMS
|| netbuffer->packettype == PT_CLIENTJOIN
|| netbuffer->packettype == PT_TELLFILESNEEDED
|| netbuffer->packettype == PT_CLIENTCMD))
{
DEBFILE(va("New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]));
CONS_Alert(CONS_NOTICE, "New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]);
Net_CloseConnection(doomcom->remotenode | FORCECLOSE);
continue;
}
// UGLY PROBABLY-BAD HACK: If we get PT_CLIENTJOIN, assume this is an in-order packet?
if (netbuffer->packettype == PT_CLIENTJOIN)
nodes[doomcom->remotenode].firstacktosend = (UINT8)((netbuffer->ack-1+MAXACKTOSEND) % MAXACKTOSEND);
if (netbuffer->ack > 1 && !(server && netbuffer->packettype == PT_CLIENTJOIN))
{
DEBFILE("New node sent a packet with an out-of-sequence ack. Ghost connection? Ignoring...\n");
CONS_Alert(CONS_NOTICE, "New node sent a packet with an out-of-sequence ack. Ghost connection? Ignoring...\n");
Net_CloseConnection(doomcom->remotenode | FORCECLOSE);
continue;
}
// Reinitialize vars for the new node just in case there's anything left over from other players.....
InitNode(&nodes[doomcom->remotenode]);
SV_AbortSendFiles(doomcom->remotenode);
}
// Joinpasswords close nodes, this may receive from a waiting-to-close node, so cancel closing?
if (netbuffer->packettype == PT_CLIENTJOIN)
nodes[doomcom->remotenode].flags &= ~NF_CLOSE;
return false;
getbytes += packetheaderlength + doomcom->datalength; // For stat
@ -1212,8 +1149,8 @@ boolean HGetPacket(void)
if (netbuffer->checksum != NetbufferChecksum())
{
DEBFILE("Bad packet checksum\n");
Net_CloseConnection(nodejustjoined ? (doomcom->remotenode | FORCECLOSE) : doomcom->remotenode);
//Net_CloseConnection(doomcom->remotenode);
//Net_CloseConnection(nodejustjoined ? (doomcom->remotenode | FORCECLOSE) : doomcom->remotenode);
Net_CloseConnection(doomcom->remotenode);
continue;
}
@ -1222,6 +1159,21 @@ boolean HGetPacket(void)
DebugPrintpacket("GET");
#endif
/*// If a new node sends an unexpected packet, just ignore it
if (nodejustjoined && server
&& !(netbuffer->packettype == PT_ASKINFO
|| netbuffer->packettype == PT_SERVERINFO
|| netbuffer->packettype == PT_PLAYERINFO
|| netbuffer->packettype == PT_REQUESTFILE
|| netbuffer->packettype == PT_ASKINFOVIAMS
|| netbuffer->packettype == PT_CLIENTJOIN))
{
DEBFILE(va("New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]));
//CONS_Alert(CONS_NOTICE, "New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]);
Net_CloseConnection(doomcom->remotenode | FORCECLOSE);
continue;
}*/
// Proceed the ack and ackreturn field
if (!Processackpak())
continue; // discarded (duplicated)

View File

@ -508,8 +508,6 @@ static boolean SOCK_cmpaddr(mysockaddr_t *a, mysockaddr_t *b, UINT8 mask)
return false;
}
static void SOCK_FreeNodenum(INT32 numnode);
// This is a hack. For some reason, nodes aren't being freed properly.
// This goes through and cleans up what nodes were supposed to be freed.
/** \warning This function causes the file downloading to stop if someone joins.
@ -526,7 +524,7 @@ static void cleanupnodes(void)
// Why can't I start at zero?
for (j = 1; j < MAXNETNODES; j++)
if (!(nodeingame[j] || SV_SendingFile(j)))
SOCK_FreeNodenum(j); // At least free this PROPERLY
nodeconnected[j] = false;
}
static SINT8 getfreenode(void)
@ -626,13 +624,6 @@ static boolean SOCK_Get(void)
}
// not found
if (netbuffer->packettype == PT_NOTHING)
{
DEBFILE(va("Ackret received from disconnected address:%s, ignoring...\n", SOCK_AddrToStr(&fromaddress)));
doomcom->remotenode = -1; // no packet
return true;
}
// find a free slot
j = getfreenode();
if (j > 0)
@ -659,11 +650,7 @@ static boolean SOCK_Get(void)
return true;
}
else
{
DEBFILE("New node detected: No more free slots\n");
doomcom->remotenode = -1; // no packet
return true;
}
}
}