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  1. Sep 02, 2022
  2. Jun 14, 2022
    • toaster's avatar
      Create a single struct for bannednode and bannednodetimelft, and use the... · 7bc59abc
      toaster authored
      Create a single struct for bannednode and bannednodetimelft, and use the matching ban ID inside that struct.
      
      While this commit does not increase the visibility of ban reasons, it makes this possible later.
      7bc59abc
    • toaster's avatar
      Ban improvements · 55be7439
      toaster authored
      - Save a note of the username, not just the reason.
      - Allow setting a mask with the `banip` command.
      - Make ban.txt's formatting a lot more sane. Username and reason are stored in quotes. The mask uses the same formatting as actual CDIR.
      - Keep track of if we tried to load ban.txt. If it wasn't, then don't save over it with a blank file.
      - Disallow quotes in player names, as it makes player name detection in console more annoying, and saving username in files scary.
      
      # Conflicts:
      #	src/d_clisrv.c
      #	src/d_netcmd.c
      #	src/i_tcp.c
      55be7439
    • toaster's avatar
      Kicks are now temp bans · 8d05bf66
      toaster authored
      Length is determined by the "kicktime" cvar, in minutes. By default, this is set to 10, but I'm willing to adjust this. Only applies to manual kicks (in the future, maybe also name filter kicks).
      
      The timestamp for the unban time is even saved in ban.txt, so long-term temporary bans are completely possible. (I checked, you can attempt to ban someone for up to 1902 years if you really want to.)
      
      # Conflicts:
      #	src/d_clisrv.c
      #	src/d_clisrv.h
      #	src/i_tcp.c
      8d05bf66
    • toaster's avatar
      - Attach ban reasons to banned_t · 24181ae7
      toaster authored
      - Properly call D_SaveBan after remote bans. Bans are no longer saved in the ban command and instead wait for the actual kick to process, since before they were split between the two, which is what caused the discrepancy.
      
      # Conflicts:
      #	src/d_clisrv.c
      #	src/i_tcp.c
      24181ae7
  3. Aug 30, 2021
  4. Nov 25, 2018
  5. Jan 13, 2017
    • LJ Sonic's avatar
      -Added a timeout for game state downloading to prevent definitive join freezes... · e9cb6d03
      LJ Sonic authored
      -Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
      -If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
      -Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
      -File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
      -The reason is now properly shown when the server refuses connection
      -Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
      -Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
      e9cb6d03
  6. Jul 21, 2016
  7. Jul 06, 2016
  8. May 23, 2016
    • FuriousFox's avatar
      The code in i_net.c doesn't actually seem to be used in SRB2. I was able to... · f94d3a1f
      FuriousFox authored
      The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).
      
      Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
      f94d3a1f
  9. May 18, 2016
  10. Mar 18, 2014
  11. Mar 15, 2014
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