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Commit Graph

13 Commits

Author SHA1 Message Date
4cc824d620 Net Server: Verify password in Authenticate
Follows 1a8de6d2b8.
Validate the password when a client joins a game, so even a player that
knows the connection data cannot join.

Refs #3556, Refs #5913

Differential Revision: https://code.wildfiregames.com/D3438
This was SVN commit r24775.
2021-01-23 18:04:36 +00:00
21cdcf44bc Fix segfault when sending a very large net chat message.
This crash occured on the receiver machine, making it effectively a
remote crash attack.

Reported by: Riddler66
Based on a patch by: elexis
Fixes #5726

Differential Revision: https://code.wildfiregames.com/D2629
This was SVN commit r23918.
2020-08-01 15:25:13 +00:00
b790403c87 Strip trailing whitespace from network code.
This was SVN commit r17524.
2015-12-21 13:58:32 +00:00
c684c211a2 # Basic experimental multiplayer integration with new simulation system.
Add new turn manager that should be more correct and potentially more
efficient.
Remove evil CNetServer/CNetClient multiple inheritance of CTurnManager.
Add multiplayer autostart.
Various minor cleanups.

This was SVN commit r7551.
2010-05-20 00:59:01 +00:00
4d891117c5 Refactor the NetMessageType system to work in unity builds and remove BLOCK_SIZE macro that caused conflicts and wasn't really used anyway.
This was SVN commit r7327.
2010-02-17 23:38:50 +00:00
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
5fcd1601a1 Fixed multi-line comment warning
This was SVN commit r6247.
2008-07-18 23:52:29 +00:00
2109f4eb0e Merged in Dacian's network changes.
This was SVN commit r6187.
2008-07-03 06:29:22 +00:00
10237a66c7 GCC/Linux build fixes
This was SVN commit r6107.
2008-06-25 23:01:13 +00:00
b0a6d6dca8 committing the current status of dacian's new network code on matei's request
also includes sound support.

GameSetup: ensure all ScriptingInit are called; moved simulation
ScriptingInits and init/shutdown to SimulationScriptInit.cpp (reduces
#includes)

This was SVN commit r6028.
2008-06-16 18:19:35 +00:00
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
8d0a7170f6 # Slightly tidied up string code.
CStr: Indented comments more consistently. Made some parameters
pass-by-reference, made some others not. Removed some useless methods -
Length (use length or empty), GetSubstring (use substr), LCase/UCase
(use LowerCase/UpperCase). Removed operator[] bounds-checking because
VS2005 does that anyway.
Maybe fixed noncopyable warnings on VS2003.

This was SVN commit r4828.
2007-02-01 14:46:14 +00:00
7d3d8fdbf3 # move ps/Network into top level project (and static lib).
This was SVN commit r4249.
2006-08-26 20:25:37 +00:00