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Give gamestate resend integrity check some teeth
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parent
137f166043
commit
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1 changed files with 8 additions and 6 deletions
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@ -1388,14 +1388,16 @@ static void CL_LoadReceivedSavegame(boolean reloading)
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netbuffer->packettype = PT_RECEIVEDGAMESTATE;
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netbuffer->packettype = PT_RECEIVEDGAMESTATE;
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HSendPacket(servernode, true, 0, 0);
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HSendPacket(servernode, true, 0, 0);
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int i;
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if (reloading)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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if (memcmp(priorGamestateKeySave[i], players[i].public_key, sizeof(priorGamestateKeySave[i])) != 0)
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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CONS_Printf("New gamestate has different public keys, shenanigans afoot?\n");
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if (memcmp(priorGamestateKeySave[i], players[i].public_key, sizeof(priorGamestateKeySave[i])) != 0)
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// TODO: Actually do something in this situation
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{
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break;
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HandleSigfail("Gamestate reload contained new keys");
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break;
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}
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}
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}
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}
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}
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}
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}
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