Fixed possible buffer overflow & optimized network
This commit is contained in:
parent
8db1b5ec1a
commit
380f352adf
9 changed files with 233 additions and 352 deletions
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@ -62,10 +62,7 @@ static inline bool EncodeSpecialFloat( const SendProp *pProp, float fVal, bf_wri
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// TODO_ENHANCED:
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// Encoding works by sending a normalized float (from range 0.0 to 1.0)
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// This works because we know the range we encode the float to
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static inline void EncodeFloat(const SendProp* pProp,
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float fVal,
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bf_write* pOut,
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int objectID)
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static inline void EncodeFloat( const SendProp* pProp, float fVal, bf_write* pOut, int objectID )
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{
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const auto WriteNormalizedFloat = [&]( double dblValue )
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{
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@ -102,8 +99,7 @@ static inline void EncodeFloat(const SendProp* pProp,
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return;
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}
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if ((pProp->m_fHighValue == 0.0f && pProp->m_fLowValue == 0.0f)
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|| pProp->m_fHighValue == pProp->m_fLowValue)
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if ( ( pProp->m_fHighValue == 0.0f && pProp->m_fLowValue == 0.0f ) || pProp->m_fHighValue == pProp->m_fLowValue )
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{
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pOut->WriteBitFloat( fVal );
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return;
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@ -159,8 +155,7 @@ static inline void EncodeFloat(const SendProp* pProp,
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pOut->WriteOneBit( sign );
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WriteNormalizedFloat(dblRange > 1.0 ? (dblVal / dblRange) :
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dblVal);
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WriteNormalizedFloat( dblRange > 1.0 ? ( dblVal / dblRange ) : dblVal );
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}
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// Look for special flags like SPROP_COORD, SPROP_NOSCALE, and SPROP_NORMAL and
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@ -1018,6 +1018,8 @@ if active == 1 then we are 1) not playing back demos ( where our commands are ig
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void CInput::ExtraMouseSample( float frametime, bool active )
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{
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VPROF( "CInput::ExtraMouseSample" );
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CUserCmd dummy;
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CUserCmd *cmd = &dummy;
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@ -1125,13 +1127,14 @@ void CInput::ExtraMouseSample( float frametime, bool active )
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void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
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{
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VPROF( "CInput::CreateMove" );
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CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
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CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
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cmd->Reset();
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cmd->command_number = sequence_number;
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cmd->tick_count = gpGlobals->tickcount;
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QAngle viewangles;
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engine->GetViewAngles( viewangles );
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@ -1306,8 +1309,8 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
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cmd->simulationdata[i].m_bEntityExists = false;
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}
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// Send interpolated simulation time for lag compensation
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for (int i = 0; i <= ClientEntityList().GetHighestEntityIndex(); i++)
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// Send interpolated simulation time for lag compensation, let it also auto-vectorize this.
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for ( int i = 0; i < MAX_EDICTS; i++ )
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{
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auto pEntity = ClientEntityList().GetEnt( i );
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@ -863,10 +863,6 @@ bool UserCmdChanged( const CUserCmd& lhs, const CUserCmd& rhs )
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return true;
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if ( lhs.weaponsubtype != rhs.weaponsubtype )
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return true;
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if ( lhs.mousedx != rhs.mousedx )
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return true;
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if ( lhs.mousedy != rhs.mousedy )
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return true;
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return false;
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}
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@ -606,14 +606,6 @@ void CCSPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper )
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if ( !sv_runcmds.GetInt() )
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return;
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// don't run commands in the future
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if (!IsEngineThreaded()
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&& (ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt())) && !IsBot())
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{
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DevMsg( "Client cmd out of sync (delta: %i, client: %i != server: %i).\n", ucmd->tick_count - gpGlobals->tickcount, ucmd->tick_count, gpGlobals->tickcount);
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return;
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}
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// If they use a negative bot_mimic value, then don't process their usercmds, but have
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// bots process them instead (so they can stay still and have the bot move around).
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CUserCmd tempCmd;
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@ -696,7 +688,6 @@ void CCSPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, floa
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{
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CUserCmd lastCmd = *GetLastUserCommand();
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lastCmd.command_number = cmd.command_number;
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lastCmd.tick_count = cmd.tick_count;
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SetLastUserCommand( lastCmd );
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}
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else
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@ -3274,7 +3274,6 @@ void CBasePlayer::PhysicsSimulate( void )
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// run the last known cmd for each dropped cmd we don't have a backup for
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while ( droppedcmds > numbackup )
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{
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m_LastCmd.tick_count++;
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vecAvailCommands.AddToTail( m_LastCmd );
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droppedcmds--;
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}
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@ -3527,13 +3526,7 @@ bool CBasePlayer::IsUserCmdDataValid( CUserCmd *pCmd )
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if ( IsBot() || IsFakeClient() )
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return true;
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// Maximum difference between client's and server's tick_count
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const int nCmdMaxTickDelta = ( 1.f / gpGlobals->interval_per_tick ) * 2.5f;
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const int nMinDelta = Max( 0, gpGlobals->tickcount - nCmdMaxTickDelta );
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const int nMaxDelta = gpGlobals->tickcount + nCmdMaxTickDelta;
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bool bValid = ( pCmd->tick_count >= nMinDelta && pCmd->tick_count < nMaxDelta ) &&
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// Prevent clients from sending invalid view angles to try to get leaf server code to crash
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bool bValid = // Prevent clients from sending invalid view angles to try to get leaf server code to crash
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( pCmd->viewangles.IsValid() && IsEntityQAngleReasonable( pCmd->viewangles ) ) &&
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// Movement ranges
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( IsFinite( pCmd->forwardmove ) && IsEntityCoordinateReasonable( pCmd->forwardmove ) ) &&
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@ -3547,8 +3540,7 @@ bool CBasePlayer::IsUserCmdDataValid( CUserCmd *pCmd )
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if ( nWarningLevel == 2 )
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{
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DevMsg( " tick_count: %i\n viewangles: %5.2f %5.2f %5.2f \n forward: %5.2f \n side: \t%5.2f \n up: \t%5.2f\n",
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pCmd->tick_count,
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DevMsg( "viewangles: %5.2f %5.2f %5.2f \n forward: %5.2f \n side: \t%5.2f \n up: \t%5.2f\n",
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pCmd->viewangles.x,
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pCmd->viewangles.y,
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pCmd->viewangles.x,
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@ -9230,13 +9222,8 @@ void CPlayerInfo::RunPlayerMove( CBotCmd *ucmd )
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cmd.buttons = ucmd->buttons;
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cmd.command_number = ucmd->command_number;
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cmd.forwardmove = ucmd->forwardmove;
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cmd.hasbeenpredicted = ucmd->hasbeenpredicted;
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cmd.impulse = ucmd->impulse;
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cmd.mousedx = ucmd->mousedx;
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cmd.mousedy = ucmd->mousedy;
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cmd.random_seed = ucmd->random_seed;
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cmd.sidemove = ucmd->sidemove;
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cmd.tick_count = ucmd->tick_count;
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cmd.upmove = ucmd->upmove;
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cmd.viewangles = ucmd->viewangles;
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cmd.weaponselect = ucmd->weaponselect;
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@ -9273,13 +9260,8 @@ void CPlayerInfo::SetLastUserCommand( const CBotCmd &ucmd )
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cmd.buttons = ucmd.buttons;
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cmd.command_number = ucmd.command_number;
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cmd.forwardmove = ucmd.forwardmove;
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cmd.hasbeenpredicted = ucmd.hasbeenpredicted;
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cmd.impulse = ucmd.impulse;
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cmd.mousedx = ucmd.mousedx;
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cmd.mousedy = ucmd.mousedy;
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cmd.random_seed = ucmd.random_seed;
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cmd.sidemove = ucmd.sidemove;
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cmd.tick_count = ucmd.tick_count;
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cmd.upmove = ucmd.upmove;
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cmd.viewangles = ucmd.viewangles;
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cmd.weaponselect = ucmd.weaponselect;
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@ -9299,13 +9281,9 @@ CBotCmd CPlayerInfo::GetLastUserCommand()
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cmd.buttons = ucmd->buttons;
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cmd.command_number = ucmd->command_number;
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cmd.forwardmove = ucmd->forwardmove;
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cmd.hasbeenpredicted = ucmd->hasbeenpredicted;
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cmd.impulse = ucmd->impulse;
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cmd.mousedx = ucmd->mousedx;
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cmd.mousedy = ucmd->mousedy;
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cmd.random_seed = ucmd->random_seed;
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cmd.sidemove = ucmd->sidemove;
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cmd.tick_count = ucmd->tick_count;
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cmd.upmove = ucmd->upmove;
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cmd.viewangles = ucmd->viewangles;
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cmd.weaponselect = ucmd->weaponselect;
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@ -450,6 +450,8 @@ void CCSPlayer::FireBullet(
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float xSpread, float ySpread
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)
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{
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VPROF( "CCSPlayer::FireBullet" );
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float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory
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float flCurrentDistance = 0.0; //distance that the bullet has traveled so far
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@ -45,17 +45,6 @@ void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from )
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buf->WriteOneBit( 0 );
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}
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if ( to->tick_count != ( from->tick_count + 1 ) )
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{
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buf->WriteOneBit( 1 );
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buf->WriteUBitLong( to->tick_count, 32 );
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}
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else
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{
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buf->WriteOneBit( 0 );
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}
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if ( to->viewangles[ 0 ] != from->viewangles[ 0 ] )
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{
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buf->WriteOneBit( 1 );
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@ -157,33 +146,12 @@ void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from )
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buf->WriteOneBit( 0 );
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}
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// TODO: Can probably get away with fewer bits.
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if ( to->mousedx != from->mousedx )
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{
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buf->WriteOneBit( 1 );
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buf->WriteShort( to->mousedx );
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}
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else
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{
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buf->WriteOneBit( 0 );
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}
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if ( to->mousedy != from->mousedy )
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{
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buf->WriteOneBit( 1 );
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buf->WriteShort( to->mousedy );
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}
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else
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{
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buf->WriteOneBit( 0 );
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}
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#ifdef CLIENT_DLL
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int highestEntityIndex = 0;
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if ( cl_entitylist )
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{
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highestEntityIndex = cl_entitylist->GetHighestEntityIndex();
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}
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#else
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static constexpr auto highestEntityIndex = MAX_EDICTS - 1;
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#endif
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@ -277,16 +245,6 @@ void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from )
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move->command_number = from->command_number + 1;
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}
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if ( buf->ReadOneBit() )
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{
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move->tick_count = buf->ReadUBitLong( 32 );
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}
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else
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{
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// Assume steady increment
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move->tick_count = from->tick_count + 1;
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}
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// Read direction
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if ( buf->ReadOneBit() )
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{
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@ -332,7 +290,6 @@ void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from )
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move->impulse = buf->ReadUBitLong( 8 );
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}
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if ( buf->ReadOneBit() )
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{
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move->weaponselect = buf->ReadUBitLong( MAX_EDICT_BITS );
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@ -344,17 +301,9 @@ void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from )
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move->random_seed = MD5_PseudoRandom( move->command_number ) & 0x7fffffff;
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if ( buf->ReadOneBit() )
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{
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move->mousedx = buf->ReadShort();
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}
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auto highestEntityIndex = buf->ReadUBitLong( 11 );
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if ( buf->ReadOneBit() )
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{
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move->mousedy = buf->ReadShort();
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}
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const auto highestEntityIndex = buf->ReadUBitLong(11);
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highestEntityIndex = MIN(MAX_EDICTS - 1, highestEntityIndex);
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for (unsigned int i = 0; i <= highestEntityIndex; i++)
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{
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@ -83,7 +83,6 @@ public:
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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@ -116,7 +115,6 @@ public:
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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@ -155,7 +153,6 @@ public:
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CRC32_Init( &crc );
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CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
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CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
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CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
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CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) );
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CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) );
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@ -165,8 +162,6 @@ public:
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CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) );
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CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) );
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CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) );
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CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
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CRC32_ProcessBuffer(&crc, &mousedy, sizeof(mousedy));
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CRC32_ProcessBuffer( &crc, simulationdata, sizeof( simulationdata ) );
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CRC32_ProcessBuffer( &crc, &debug_hitboxes, sizeof( debug_hitboxes ) );
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CRC32_ProcessBuffer( &crc, &interpolated_amount, sizeof( interpolated_amount ) );
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// Allow command, but negate gameplay-affecting values
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void MakeInert( void )
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{
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viewangles = vec3_angle;
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forwardmove = 0.f;
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sidemove = 0.f;
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upmove = 0.f;
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buttons = 0;
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impulse = 0;
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debug_hitboxes = DEBUG_HITBOXES_OFF;
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interpolated_amount = 0.0f;
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Reset();
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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// Intended velocities
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@ -25,7 +25,6 @@ public:
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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@ -35,10 +34,6 @@ public:
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weaponselect = 0;
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weaponsubtype = 0;
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random_seed = 0;
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mousedx = 0;
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mousedy = 0;
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hasbeenpredicted = false;
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}
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CBotCmd& operator =( const CBotCmd& src )
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@ -47,7 +42,6 @@ public:
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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@ -57,18 +51,12 @@ public:
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weaponselect = src.weaponselect;
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weaponsubtype = src.weaponsubtype;
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random_seed = src.random_seed;
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mousedx = src.mousedx;
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mousedy = src.mousedy;
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hasbeenpredicted = src.hasbeenpredicted;
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return *this;
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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// Intended velocities
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@ -87,12 +75,6 @@ public:
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int weaponsubtype;
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int random_seed; // For shared random functions
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short mousedx; // mouse accum in x from create move
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short mousedy; // mouse accum in y from create move
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// Client only, tracks whether we've predicted this command at least once
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bool hasbeenpredicted;
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};
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