Should fix the dedicated server player node takeover

that completely destroys servers

# Conflicts:
#	src/d_clisrv.c
This commit is contained in:
Ashnal 2022-08-29 16:58:33 -04:00 committed by toaster
parent d57adac84b
commit ce7fe894b8

View file

@ -3935,6 +3935,11 @@ static void HandleConnect(SINT8 node)
// If a server filled out, then it'd overwrite the host and turn everyone into weird husks.....
// It's too much effort to legimately fix right now. Just prevent it from reaching that state.
UINT8 maxplayers = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value);
UINT8 connectedplayers = 0;
for (UINT8 i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
if (playernode[i] != UINT8_MAX) // We use this to count players because it is affected by SV_AddWaitingPlayers when more than one client joins on the same tic, unlike playeringame and D_NumPlayers. UINT8_MAX denotes no node for that player
connectedplayers++;
if (bannednode && bannednode[node].banid != SIZE_MAX)
{
@ -3992,7 +3997,7 @@ static void HandleConnect(SINT8 node)
{
SV_SendRefuse(node, M_GetText("The server is not accepting\njoins for the moment."));
}
else if (D_NumPlayers() >= maxplayers)
else if (connectedplayers >= maxplayers)
{
SV_SendRefuse(node, va(M_GetText("Maximum players reached: %d"), maxplayers));
}
@ -4000,7 +4005,7 @@ static void HandleConnect(SINT8 node)
{
SV_SendRefuse(node, M_GetText("Too many players from\nthis node."));
}
else if (netgame && D_NumPlayers() + netbuffer->u.clientcfg.localplayers > maxplayers)
else if (netgame && connectedplayers + netbuffer->u.clientcfg.localplayers > maxplayers)
{
SV_SendRefuse(node, va(M_GetText("Number of local players\nwould exceed maximum: %d"), maxplayers));
}