4637: Only record snapshot of the currently active tee r=def- a=heinrich5991

Fixes #4636.

<!-- What is the motivation for the changes of this pull request -->

## Checklist

- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This commit is contained in:
bors[bot] 2022-01-26 07:47:43 +00:00 committed by GitHub
commit 253bfaf987
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@ -2015,6 +2015,8 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
// add new
m_SnapshotStorage[Conn].Add(GameTick, time_get(), SnapSize, pTmpBuffer3, 1);
if(!Dummy)
{
// for antiping: if the projectile netobjects from the server contains extra data, this is removed and the original content restored before recording demo
unsigned char aExtraInfoRemoved[CSnapshot::MAX_SIZE];
mem_copy(aExtraInfoRemoved, pTmpBuffer3, SnapSize);
@ -2029,6 +2031,7 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
DemoRecorder.RecordSnapshot(GameTick, aExtraInfoRemoved, SnapSize);
}
}
}
// apply snapshot, cycle pointers
m_ReceivedSnapshots[Conn]++;