Commit graph

7 commits

Author SHA1 Message Date
heinrich5991 246f213905 Remove a couple of game/-includes from the engine code 2022-05-13 09:04:39 +02:00
def 8134f9fa55 Enable -Wshadow=local
> Warn when a local variable shadows another local variable or parameter.

Found one actual bug in graphics_threaded.cpp

Should reduce confusion in the future when reading source code
2022-03-20 13:24:34 +01:00
fokkonaut 8300753fa4 Support 128 players in serverbrowser 2022-01-02 13:41:59 +01:00
def e9ffcc3c50 Fix serverinfo json parser to work with system libjsonparser (fixes #4202)
Debian, Ubuntu, Fedora are using libjsonparser without our own changes,
thus we were doing garbage.
2021-11-17 18:26:16 +01:00
Robert Müller 1820c72513 use minimum instead of std::min 2021-08-20 17:16:18 +02:00
heinrich5991 f5e91ba192 Remove unused parts of the new serverinfo 2021-05-27 21:48:10 +02:00
heinrich5991 436e202cbd Add client-side HTTP server info
Summary
=======

The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.

For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.

The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".

The LAN tab continues to broadcast the server info packet to find
servers in the LAN.

How does it work?
=================

The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.

It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.

Lost functionality
==================

(also known as user-visible changes)

Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.

This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
2021-05-14 01:00:39 +02:00