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fixed server crash on too many snap items. Closes #317
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54f138f894
commit
0121f27311
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@ -115,6 +115,8 @@ int CSnapIDPool::NewID()
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int Id = m_FirstFree;
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dbg_assert(Id != -1, "id error");
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if(Id == -1)
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return Id;
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m_FirstFree = m_aIDs[m_FirstFree].m_Next;
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m_aIDs[Id].m_State = 1;
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m_Usage++;
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@ -131,6 +133,8 @@ void CSnapIDPool::TimeoutIDs()
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void CSnapIDPool::FreeID(int Id)
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{
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if(Id < 0)
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return;
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dbg_assert(m_aIDs[Id].m_State == 1, "id is not alloced");
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m_InUsage--;
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@ -1481,7 +1485,7 @@ void *CServer::SnapNewItem(int Type, int Id, int Size)
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{
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dbg_assert(Type >= 0 && Type <=0xffff, "incorrect type");
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dbg_assert(Id >= 0 && Id <=0xffff, "incorrect id");
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return m_SnapshotBuilder.NewItem(Type, Id, Size);
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return Id < 0 ? 0 : m_SnapshotBuilder.NewItem(Type, Id, Size);
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}
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void CServer::SnapSetStaticsize(int ItemType, int Size)
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@ -793,20 +793,22 @@ void CCharacter::Snap(int SnappingClient)
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if(NetworkClipped(SnappingClient))
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return;
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CNetObj_Character *Character = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
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CNetObj_Character *pCharacter = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
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if(!pCharacter)
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return;
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// write down the m_Core
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if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
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{
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// no dead reckoning when paused because the client doesn't know
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// how far to perform the reckoning
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Character->m_Tick = 0;
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m_Core.Write(Character);
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pCharacter->m_Tick = 0;
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m_Core.Write(pCharacter);
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}
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else
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{
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Character->m_Tick = m_ReckoningTick;
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m_SendCore.Write(Character);
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pCharacter->m_Tick = m_ReckoningTick;
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m_SendCore.Write(pCharacter);
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}
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// set emote
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@ -816,30 +818,30 @@ void CCharacter::Snap(int SnappingClient)
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m_EmoteStop = -1;
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}
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Character->m_Emote = m_EmoteType;
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pCharacter->m_Emote = m_EmoteType;
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Character->m_AmmoCount = 0;
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Character->m_Health = 0;
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Character->m_Armor = 0;
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pCharacter->m_AmmoCount = 0;
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pCharacter->m_Health = 0;
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pCharacter->m_Armor = 0;
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Character->m_Weapon = m_ActiveWeapon;
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Character->m_AttackTick = m_AttackTick;
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pCharacter->m_Weapon = m_ActiveWeapon;
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pCharacter->m_AttackTick = m_AttackTick;
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Character->m_Direction = m_Input.m_Direction;
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pCharacter->m_Direction = m_Input.m_Direction;
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if(m_pPlayer->GetCID() == SnappingClient)
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{
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Character->m_Health = m_Health;
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Character->m_Armor = m_Armor;
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pCharacter->m_Health = m_Health;
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pCharacter->m_Armor = m_Armor;
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if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
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Character->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo;
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pCharacter->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo;
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}
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if (Character->m_Emote == EMOTE_NORMAL)
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if(pCharacter->m_Emote == EMOTE_NORMAL)
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{
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if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
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Character->m_Emote = EMOTE_BLINK;
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pCharacter->m_Emote = EMOTE_BLINK;
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}
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Character->m_PlayerState = m_PlayerState;
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pCharacter->m_PlayerState = m_PlayerState;
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}
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@ -26,6 +26,9 @@ void CFlag::Reset()
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void CFlag::Snap(int SnappingClient)
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{
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CNetObj_Flag *pFlag = (CNetObj_Flag *)Server()->SnapNewItem(NETOBJTYPE_FLAG, m_Team, sizeof(CNetObj_Flag));
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if(!pFlag)
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return;
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pFlag->m_X = (int)m_Pos.x;
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pFlag->m_Y = (int)m_Pos.y;
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pFlag->m_Team = m_Team;
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@ -98,6 +98,9 @@ void CLaser::Snap(int SnappingClient)
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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if(!pObj)
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return;
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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pObj->m_FromX = (int)m_From.x;
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@ -126,6 +126,9 @@ void CPickup::Snap(int SnappingClient)
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return;
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CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_Id, sizeof(CNetObj_Pickup)));
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if(!pP)
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return;
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pP->m_X = (int)m_Pos.x;
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pP->m_Y = (int)m_Pos.y;
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pP->m_Type = m_Type;
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@ -100,5 +100,6 @@ void CProjectile::Snap(int SnappingClient)
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return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_Id, sizeof(CNetObj_Projectile)));
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FillInfo(pProj);
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if(pProj)
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FillInfo(pProj);
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}
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@ -50,7 +50,8 @@ void CEventHandler::Snap(int SnappingClient)
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if(SnappingClient == -1 || distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, vec2(ev->m_X, ev->m_Y)) < 1500.0f)
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{
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void *d = GameServer()->Server()->SnapNewItem(m_aTypes[i], i, m_aSizes[i]);
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mem_copy(d, &m_aData[m_aOffsets[i]], m_aSizes[i]);
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if(d)
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mem_copy(d, &m_aData[m_aOffsets[i]], m_aSizes[i]);
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}
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}
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}
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@ -535,6 +535,9 @@ bool IGameController::IsTeamplay() const
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void IGameController::Snap(int SnappingClient)
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{
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CNetObj_Game *pGameObj = (CNetObj_Game *)Server()->SnapNewItem(NETOBJTYPE_GAME, 0, sizeof(CNetObj_Game));
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if(!pGameObj)
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return;
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pGameObj->m_Paused = GameServer()->m_World.m_Paused;
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pGameObj->m_GameOver = m_GameOverTick==-1?0:1;
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pGameObj->m_SuddenDeath = m_SuddenDeath;
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@ -78,24 +78,29 @@ void CPlayer::Snap(int SnappingClient)
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if(!Server()->ClientIngame(m_ClientID))
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return;
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CNetObj_ClientInfo *ClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
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StrToInts(&ClientInfo->m_Name0, 6, Server()->ClientName(m_ClientID));
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StrToInts(&ClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
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ClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
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ClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
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ClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
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CNetObj_ClientInfo *pClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
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if(!pClientInfo)
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return;
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CNetObj_PlayerInfo *Info = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
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StrToInts(&pClientInfo->m_Name0, 6, Server()->ClientName(m_ClientID));
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StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
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pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
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pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
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pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
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Info->m_Latency = m_Latency.m_Min;
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Info->m_LatencyFlux = m_Latency.m_Max-m_Latency.m_Min;
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Info->m_Local = 0;
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Info->m_ClientId = m_ClientID;
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Info->m_Score = m_Score;
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Info->m_Team = m_Team;
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CNetObj_PlayerInfo *pPlayerInfo = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
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if(!pPlayerInfo)
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return;
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pPlayerInfo->m_Latency = m_Latency.m_Min;
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pPlayerInfo->m_LatencyFlux = m_Latency.m_Max-m_Latency.m_Min;
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pPlayerInfo->m_Local = 0;
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pPlayerInfo->m_ClientId = m_ClientID;
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pPlayerInfo->m_Score = m_Score;
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pPlayerInfo->m_Team = m_Team;
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if(m_ClientID == SnappingClient)
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Info->m_Local = 1;
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pPlayerInfo->m_Local = 1;
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}
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void CPlayer::OnDisconnect()
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