[iortcw] 127/152: MP: Remove sending of gameCompleteStatus messages to masters

Simon McVittie smcv at debian.org
Fri Sep 8 10:40:23 UTC 2017


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smcv pushed a commit to annotated tag 1.5a
in repository iortcw.

commit 2359b4ed7c744d78164faec4b45ac6e57aefeef4
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date:   Thu Sep 29 17:53:56 2016 -0400

    MP: Remove sending of gameCompleteStatus messages to masters
    
    Not supported by DPMaster and not even sure it was ever used by official master either
---
 MP/code/game/g_main.c     |   3 -
 MP/code/server/server.h   |   2 -
 MP/code/server/sv_ccmds.c |  11 ----
 MP/code/server/sv_main.c  | 159 ----------------------------------------------
 4 files changed, 175 deletions(-)

diff --git a/MP/code/game/g_main.c b/MP/code/game/g_main.c
index e151869..23deb24 100644
--- a/MP/code/game/g_main.c
+++ b/MP/code/game/g_main.c
@@ -1947,9 +1947,6 @@ void LogExit( const char *string ) {
 					 level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
 	}
 
-	// NERVE - SMF - send gameCompleteStatus message to master servers
-	trap_SendConsoleCommand( EXEC_APPEND, "gameCompleteStatus\n" );
-
 	for ( i = 0 ; i < numSorted ; i++ ) {
 		int ping;
 
diff --git a/MP/code/server/server.h b/MP/code/server/server.h
index de2edf2..3519f82 100644
--- a/MP/code/server/server.h
+++ b/MP/code/server/server.h
@@ -402,8 +402,6 @@ void SV_RemoveOperatorCommands( void );
 
 void SV_MasterShutdown( void );
 
-void SV_MasterGameCompleteStatus( void );     // NERVE - SMF
-
 int SV_RateMsec(client_t *client);
 
 //
diff --git a/MP/code/server/sv_ccmds.c b/MP/code/server/sv_ccmds.c
index bcfe70f..e57ef7b 100644
--- a/MP/code/server/sv_ccmds.c
+++ b/MP/code/server/sv_ccmds.c
@@ -1580,16 +1580,6 @@ static void SV_KillServer_f( void ) {
 	SV_Shutdown( "killserver" );
 }
 
-/*
-=================
-SV_GameCompleteStatus_f
-
-NERVE - SMF
-=================
-*/
-void SV_GameCompleteStatus_f( void ) {
-	SV_MasterGameCompleteStatus();
-}
 
 //===========================================================
 
@@ -1640,7 +1630,6 @@ void SV_AddOperatorCommands( void ) {
 	Cmd_AddCommand( "sectorlist", SV_SectorList_f );
 	Cmd_AddCommand( "map", SV_Map_f );
 	Cmd_SetCommandCompletionFunc( "map", SV_CompleteMapName );
-	Cmd_AddCommand( "gameCompleteStatus", SV_GameCompleteStatus_f );      // NERVE - SMF
 #ifndef PRE_RELEASE_DEMO
 	Cmd_AddCommand( "devmap", SV_Map_f );
 	Cmd_SetCommandCompletionFunc( "devmap", SV_CompleteMapName );
diff --git a/MP/code/server/sv_main.c b/MP/code/server/sv_main.c
index 7f94e3c..afd9670 100644
--- a/MP/code/server/sv_main.c
+++ b/MP/code/server/sv_main.c
@@ -98,8 +98,6 @@ cvar_t *awh_bbox_horz;
 cvar_t *awh_bbox_vert;
 #endif
 
-void SVC_GameCompleteStatus( netadr_t from );       // NERVE - SMF
-
 /*
 =============================================================================
 
@@ -337,95 +335,6 @@ void SV_MasterHeartbeat(const char *message)
 
 /*
 =================
-SV_MasterGameCompleteStatus
-
-NERVE - SMF - Sends gameCompleteStatus messages to all master servers
-=================
-*/
-void SV_MasterGameCompleteStatus() {
-	netadr_t	adr[2]; // [2] for v4 and v6 address for the same address string.
-	int		i;
-	int		res;
-	int		netenabled;
-
-	// DHM - Nerve :: Update Server doesn't send gameCompleteStatus 
-#ifdef UPDATE_SERVER
-	return;
-#endif
-	Com_Memset(adr, 0, sizeof(netadr_t) * 2);
-	netenabled = Cvar_VariableIntegerValue("net_enabled");
-
-	// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
-	if (!com_dedicated || com_dedicated->integer != 2 || !(netenabled & (NET_ENABLEV4 | NET_ENABLEV6)))
-		return;		// only dedicated servers send gameCompleteStatus
-
-	// send to group masters
-	for (i = 0; i < MAX_MASTER_SERVERS; i++)
-	{
-		if(!sv_master[i]->string[0])
-			continue;
-
-		// Enforce IP check everytime in case master moves to a new IP
-		sv_master[i]->modified = qfalse;
-
-		if(netenabled & NET_ENABLEV4)
-		{
-			Com_Printf("Resolving %s (IPv4)\n", sv_master[i]->string);
-			res = NET_StringToAdr(sv_master[i]->string, &adr[0], NA_IP);
-
-			if(res == 2)
-			{
-				// if no port was specified, use the default master port
-				adr[0].port = BigShort(PORT_MASTER);
-			}
-
-			if(res)
-				Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[0]));
-			else
-				Com_Printf( "%s has no IPv4 address.\n", sv_master[i]->string);
-		}
-
-		if(netenabled & NET_ENABLEV6)
-		{
-			Com_Printf("Resolving %s (IPv6)\n", sv_master[i]->string);
-			res = NET_StringToAdr(sv_master[i]->string, &adr[1], NA_IP6);
-
-			if(res == 2)
-			{
-				// if no port was specified, use the default master port
-				adr[1].port = BigShort(PORT_MASTER);
-			}
-
-			if(res)
-				Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[1]));
-			else
-				Com_Printf( "%s has no IPv6 address.\n", sv_master[i]->string);
-		}
-
-		if(adr[0].type == NA_BAD && adr[1].type == NA_BAD)
-		{
-			// if the address failed to resolve, clear it
-			// so we don't take repeated dns hits
-			Com_Printf("Couldn't resolve address: %s\n", sv_master[i]->string);
-			Cvar_Set(sv_master[i]->name, "");
-			sv_master[i]->modified = qfalse;
-			continue;
-		}
-
-
-		Com_Printf( "Sending gameCompleteStatus to %s\n", sv_master[i]->string );
-		// this command should be changed if the server info / status format
-		// ever incompatably changes
-
-		if(adr[0].type != NA_BAD)
-			SVC_GameCompleteStatus( adr[0] );
-		if(adr[1].type != NA_BAD)
-			SVC_GameCompleteStatus( adr[1] );
-	}
-}
-
-/*
-=================
 SV_MasterShutdown
 
 Informs all masters that this server is going down
@@ -689,74 +598,6 @@ static void SVC_Status( netadr_t from ) {
 }
 
 /*
-=================
-SVC_GameCompleteStatus
-
-NERVE - SMF - Send serverinfo cvars, etc to master servers when
-game complete. Useful for tracking global player stats.
-=================
-*/
-void SVC_GameCompleteStatus( netadr_t from ) {
-	char player[1024];
-	char status[MAX_MSGLEN];
-	int i;
-	client_t    *cl;
-	playerState_t   *ps;
-	int statusLength;
-	int playerLength;
-	char infostring[MAX_INFO_STRING];
-
-	// ignore if we are in single player
-	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
-		return;
-	}
-
-	// Prevent using getstatus as an amplifier
-	if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
-		Com_DPrintf( "SVC_Status: rate limit from %s exceeded, dropping request\n",
-			NET_AdrToString( from ) );
-		return;
-	}
-
-	// Allow getstatus to be DoSed relatively easily, but prevent
-	// excess outbound bandwidth usage when being flooded inbound
-	if ( SVC_RateLimit( &outboundLeakyBucket, 10, 100 ) ) {
-		Com_DPrintf( "SVC_Status: rate limit exceeded, dropping request\n" );
- 		return;
- 	}
-
-	// A maximum challenge length of 128 should be more than plenty.
-	if(strlen(Cmd_Argv(1)) > 128)
-		return;
-
-	strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
-
-	// echo back the parameter to status. so master servers can use it as a challenge
-	// to prevent timed spoofed reply packets that add ghost servers
-	Info_SetValueForKey( infostring, "challenge", Cmd_Argv( 1 ) );
-
-	status[0] = 0;
-	statusLength = 0;
-
-	for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
-		cl = &svs.clients[i];
-		if ( cl->state >= CS_CONNECTED ) {
-			ps = SV_GameClientNum( i );
-			Com_sprintf( player, sizeof( player ), "%i %i \"%s\"\n",
-						 ps->persistant[PERS_SCORE], cl->ping, cl->name );
-			playerLength = strlen( player );
-			if ( statusLength + playerLength >= sizeof( status ) ) {
-				break;      // can't hold any more
-			}
-			strcpy( status + statusLength, player );
-			statusLength += playerLength;
-		}
-	}
-
-	NET_OutOfBandPrint( NS_SERVER, from, "gameCompleteStatus\n%s\n%s", infostring, status );
-}
-
-/*
 ================
 SVC_Info
 

-- 
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