Notes |
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(0007895)
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HexaDoken
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2014-01-06 15:12
(edited on: 2014-01-06 16:13) |
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> "0000024:0000100 ping"
Meh. Ignore, randomly happened, dunno how to edit it, was supposed to say "approximitely 100 ping".
fixed -Dusk
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(0007899)
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Dusk
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2014-01-06 17:50
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I think I know what's up: SERVERCOMMANDS_SetGameDMFlags is still using the old-form system and SERVER_CheckClientBuffer simply doesn't have a high enough value here.
SERVER_CheckClientBuffer( ulIdx, 13, true );
NETWORK_WriteHeader( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, SVC_SETGAMEDMFLAGS );
NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, lDMFlags );
NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, dmflags2 );
NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, compatflags );
NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, zacompatflags );
NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, zadmflags );
The actual traffic here is 21 bytes, not 13. Solution of course is to NetCommand this one up. |
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(0007912)
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Torr Samaho
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2014-01-07 19:49
(edited on: 2014-01-07 21:16) |
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You are completely right.
EDIT: This shouldn't cause the reported bug though. As far as I can tell, the only consequence of the wrong check is that the packet send to the client could be a few bytes bigger than specified with sv_maxpacketsize.
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I updated SERVERCOMMANDS_SetGameDMFlags to use NetCommand. Nevertheless, I'm still pretty sure that this will not have any affect on the reported issue. |
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Since this is not reproducible, I'm closing this for now. If it happens again, please reopen the ticket. |
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