Don't try to do netgame shit in singleplayer and crash

This commit is contained in:
AJ Martinez 2023-03-23 02:05:34 -07:00 committed by James R
parent 630555ca51
commit 96a71bb60d

View file

@ -885,16 +885,16 @@ static boolean CL_SendJoin(void)
// Don't leak old signatures from prior sessions.
memset(&netbuffer->u.clientcfg.challengeResponse, 0, sizeof(((clientconfig_pak *)0)->challengeResponse));
UINT32 claimedIP;
UINT32 realIP = *I_GetNodeAddressInt(servernode);
time_t receivedTime;
time_t now = time(NULL);
memcpy(&claimedIP, awaitingChallenge, sizeof(claimedIP));
memcpy(&receivedTime, awaitingChallenge + sizeof(claimedIP), sizeof(receivedTime));
if (client && netgame)
{
UINT32 claimedIP;
UINT32 realIP = *I_GetNodeAddressInt(servernode);
time_t receivedTime;
time_t now = time(NULL);
memcpy(&claimedIP, awaitingChallenge, sizeof(claimedIP));
memcpy(&receivedTime, awaitingChallenge + sizeof(claimedIP), sizeof(receivedTime));
if (realIP != claimedIP && IsExternalAddress(&realIP))
{
I_Error("External server IP didn't match the message it sent.\nSomething is very wrong here.");
@ -4107,7 +4107,8 @@ boolean SV_SpawnServer(void)
}
ourIP = 0;
STUN_bind(GotOurIP);
if (netgame && server)
STUN_bind(GotOurIP);
// strictly speaking, i'm not convinced the following is necessary
// but I'm not confident enough to remove it entirely in case it breaks something
@ -6519,7 +6520,8 @@ void NetKeepAlive(void)
UpdatePingTable();
UpdateChallenges();
if (netgame)
UpdateChallenges();
GetPackets();