4624: Limit evolving to 3 seconds r=heinrich5991 a=ChillerDragon

Took from upstream
5d44714e92 (diff-597779b4eb51af9adfedd04b8a235afff01091a4ba741daa604cb5cbeda4e3daR1306-R1321)

Fixes client freezes if the server sends funny ticks

## Checklist

- [x] 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: ChillerDragon <ChillerDragon@gmail.com>
This commit is contained in:
bors[bot] 2022-02-07 10:50:02 +00:00 committed by GitHub
commit 4d2505284b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -1258,8 +1258,12 @@ void CGameClient::OnNewSnapshot()
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
// limit evolving to 3 seconds
int EvolvePrevTick = minimum(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick + Client()->GameTickSpeed() * 3, Client()->PrevGameTick(g_Config.m_ClDummy));
int EvolveCurTick = minimum(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick + Client()->GameTickSpeed() * 3, Client()->GameTick(g_Config.m_ClDummy));
// reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
if(m_aClients[Item.m_ID].m_Evolved.m_Tick == Client()->PrevGameTick(g_Config.m_ClDummy))
if(m_aClients[Item.m_ID].m_Evolved.m_Tick == EvolvePrevTick)
{
if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
m_Snap.m_aCharacters[Item.m_ID].m_Prev = m_aClients[Item.m_ID].m_Evolved;
@ -1268,9 +1272,9 @@ void CGameClient::OnNewSnapshot()
}
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick(g_Config.m_ClDummy));
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, EvolvePrevTick);
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick(g_Config.m_ClDummy));
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, EvolveCurTick);
m_aClients[Item.m_ID].m_Snapped = *((const CNetObj_Character *)pData);
m_aClients[Item.m_ID].m_Evolved = m_Snap.m_aCharacters[Item.m_ID].m_Cur;