SV_ReadClientMove
===================
*/
-void SV_ApplyClientMove (void);
-void SV_ReadClientMove (void)
+qboolean SV_ReadClientMove (void)
{
+ qboolean kickplayer = false;
int i;
double oldmovetime;
+#ifdef NUM_PING_TIMES
+ double total;
+#endif
usercmd_t *move = &host_client->cmd;
oldmovetime = move->time;
- memset(move, 0, sizeof(usercmd_t));
+
+ // if this move has been applied, clear it, and start accumulating new data
+ if (move->applied)
+ memset(move, 0, sizeof(*move));
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
move->receivetime = sv.time;
+ // calculate average ping time
+ host_client->ping = move->receivetime - move->time;
+#ifdef NUM_PING_TIMES
+ host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = move->receivetime - move->time;
+ host_client->num_pings++;
+ for (i=0, total = 0;i < NUM_PING_TIMES;i++)
+ total += host_client->ping_times[i];
+ host_client->ping = total / NUM_PING_TIMES;
+#endif
+
// read current angles
for (i = 0;i < 3;i++)
{
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
// read buttons
+ // be sure to bitwise OR them into the move->buttons because we want to
+ // accumulate button presses from multiple packets per actual move
if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_QUAKEDP || sv.protocol == PROTOCOL_NEHAHRAMOVIE || sv.protocol == PROTOCOL_DARKPLACES1 || sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4 || sv.protocol == PROTOCOL_DARKPLACES5)
- move->buttons = MSG_ReadByte ();
+ move->buttons |= MSG_ReadByte ();
else
- move->buttons = MSG_ReadLong ();
+ move->buttons |= MSG_ReadLong ();
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
// read impulse
- move->impulse = MSG_ReadByte ();
+ i = MSG_ReadByte ();
+ if (i)
+ move->impulse = i;
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
// PRYDON_CLIENTCURSOR
if (!host_client->spawned)
memset(move, 0, sizeof(*move));
+ else if (move->time > (float)sv.time + 0.001f) // add a little fuzz factor due to float precision issues
+ {
+ Con_DPrintf("client move->time %f > sv.time %f, kicking\n", move->time, sv.time);
+ // if the client is lying about time, we have definitively detected a
+ // speed cheat attempt of the worst sort, and we can immediately kick
+ // the offending player off.
+ // this fixes the timestamp to prevent a speed cheat from working
+ move->time = sv.time;
+ // but we kick the player for good measure
+ kickplayer = true;
+ }
else
{
// apply the latest accepted move to the entity fields
- SV_ApplyClientMove();
host_client->movesequence = move->sequence;
if (host_client->movesequence)
{
- double frametime = move->time - oldmovetime;
+ double frametime = bound(0, move->time - oldmovetime, 0.1);
double oldframetime = prog->globals.server->frametime;
- if (frametime > 0.1)
- frametime = 0.1;
+ //if (move->time - oldmovetime >= 0.1001)
+ // Con_DPrintf("client move exceeds 100ms! (time %f -> time %f)\n", oldmovetime, move->time);
prog->globals.server->frametime = frametime;
SV_Physics_ClientEntity(host_client->edict);
prog->globals.server->frametime = oldframetime;
}
}
+ return kickplayer;
}
void SV_ApplyClientMove (void)
{
-#ifdef NUM_PING_TIMES
- int i;
- float total;
-#endif
prvm_eval_t *val;
usercmd_t *move = &host_client->cmd;
- // calculate average ping time
- host_client->ping = move->receivetime - move->time;
-#ifdef NUM_PING_TIMES
- host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = move->receivetime - move->time;
- host_client->num_pings++;
- for (i=0, total = 0;i < NUM_PING_TIMES;i++)
- total += host_client->ping_times[i];
- host_client->ping = total / NUM_PING_TIMES;
-#endif
+ if (!move->receivetime)
+ return;
+
+ // note: a move can be applied multiple times if the client packets are
+ // not coming as often as the physics is executed, and the move must be
+ // applied before running qc each time because the id1 qc had a bug where
+ // it clears self.button2 in PlayerJump, causing pogostick behavior if
+ // moves are not applied every time before calling qc
+ move->applied = true;
// set the edict fields
host_client->edict->fields.server->button0 = move->buttons & 1;
host_client->edict->fields.server->button2 = (move->buttons & 2)>>1;
if (move->impulse)
host_client->edict->fields.server->impulse = move->impulse;
+ // only send the impulse to qc once
+ move->impulse = 0;
VectorCopy(move->viewangles, host_client->edict->fields.server->v_angle);
if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_button3))) val->_float = ((move->buttons >> 2) & 1);
if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_button4))) val->_float = ((move->buttons >> 3) & 1);
return;
}
- cmd = MSG_ReadChar ();
+ cmd = MSG_ReadByte ();
if (cmd == -1)
{
// end of message
return;
case clc_move:
- SV_ReadClientMove ();
+ // if ReadClientMove returns true, the client tried to speed cheat
+ if (SV_ReadClientMove ())
+ SV_DropClient (false);
break;
case clc_ackframe:
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if (developer_networkentities.integer >= 1)
Con_Printf("recv clc_ackframe %i\n", num);
- if (host_client->latestframenum < num)
+ // if the client hasn't progressed through signons yet,
+ // ignore any clc_ackframes we get (they're probably from the
+ // previous level)
+ if (host_client->spawned && host_client->latestframenum < num)
{
int i;
for (i = host_client->latestframenum + 1;i < num;i++)