mirror of
https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-01-17 00:04:52 -05:00
let's face it, we'll probably never use this functionality as legit gm's,
so enable it only in debug mode
This commit is contained in:
@@ -303,7 +303,7 @@ Client::Client(ConnectionServerConnection &connection, const NetworkId &characte
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Object *buildingObj = ContainerInterface::getTopmostContainer(*containerObject);
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if (buildingObj && buildingObj->asServerObject() &&
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buildingObj->asServerObject()->asBuildingObject()) {
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buildingObj->asServerObject()->asBuildingObject()->gainedPlayer(*obj);
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buildingObj->asServerObject()->asBuildingObject()->gainedPlayer(*obj);
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}
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}
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} else {
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@@ -357,7 +357,7 @@ Client::Client(ConnectionServerConnection &connection, const NetworkId &characte
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// Only add to the world if it in a location which should be in the world.
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if (!containerObject ||
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(containerObject->isInWorld() && containerObject->getContainerProperty()->isContentItemExposedWith(*obj))) {
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obj->addToWorld();
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obj->addToWorld();
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}
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// Notify the object that it has a client about to load
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@@ -520,9 +520,9 @@ void Client::clearControlledObjects() {
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ServerObject *Client::findControlledObject(NetworkId const &oid) const {
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for (std::vector<ServerObject *>::const_iterator i = m_controlledObjects.begin();
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i != m_controlledObjects.end(); ++i) {
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if ((*i) && (*i)->getNetworkId() == oid) {
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return *i;
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}
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if ((*i) && (*i)->getNetworkId() == oid) {
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return *i;
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}
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}
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return 0;
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}
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@@ -653,14 +653,14 @@ void Client::receiveClientMessage(const GameNetworkMessage &message) {
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characterObject->getNetworkId() ||
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slottedContainer->getObjectInSlot(ShipSlotIdManager::getShipGunnerSlotId(weaponIndex), err) ==
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characterObject->getNetworkId()) {
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shotOk = true;
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shotOk = true;
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} // gunner firing his turret
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} else {
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if (slottedContainer->getObjectInSlot(ShipSlotIdManager::getShipPilotSlotId(), err) ==
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characterObject->getNetworkId() ||
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slottedContainer->getObjectInSlot(ShipSlotIdManager::getPobShipPilotSlotId(), err) ==
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characterObject->getNetworkId()) {
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shotOk = true;
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shotOk = true;
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} // pilot firing non-turret
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}
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}
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@@ -917,19 +917,11 @@ void Client::receiveClientMessage(const GameNetworkMessage &message) {
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// check to make sure the controller message is allowed from the client
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bool allowFromClient = ControllerMessageFactory::allowFromClient(o.getMessage());
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// we default this to true so that unless
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// a controller message is explicitly marked as being allowed
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// from the client, or the client is a GM, it will be dropped when the game server
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// receives it; this will have the effect of forcing the
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// programmer to make a conscious decision to mark the
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// controller message as allowable from the client; because
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// controller message coming from the client is not secured,
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// the mechanism to prevent a hacked client from sending the
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// game server any controller message is to explicity "mark"
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// those controller messages that are allowed from the client
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#ifdef _DEBUG
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if (allowFromClient || isGod()) {
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#else
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if (allowFromClient) {
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#endif
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ServerObject *target = findControlledObject(o.getNetworkId());
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if (target != 0) {
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// apply the controller message
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@@ -1736,7 +1728,7 @@ void Client::receiveClientMessage(const GameNetworkMessage &message) {
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if (primaryControlledObject->getScriptObject()->trigAllScripts(Scripting::TRIG_NEWBIE_TUTORIAL_RESPONSE, scriptParameters) !=
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SCRIPT_CONTINUE) {
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DEBUG_REPORT_LOG(true, ("OnNewbieTutorialResponse: did not return SCRIPT_CONTINUE\n"));
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DEBUG_REPORT_LOG(true, ("OnNewbieTutorialResponse: did not return SCRIPT_CONTINUE\n"));
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}
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} else if (message.isType(GetMapLocationsMessage::MessageType)) {
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@@ -1985,7 +1977,7 @@ void Client::addObserving(ServerObject *o) {
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if (to &&
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PvpUpdateObserver::satisfyPvpSyncCondition(to->isNonPvpObject(), to->hasCondition(ServerTangibleObjectTemplate::C_invulnerable), (
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o->asCreatureObject() != nullptr), to->getPvpFaction())) {
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addObservingPvpSync(to);
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addObservingPvpSync(to);
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}
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}
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}
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@@ -2220,7 +2212,7 @@ Client::shouldReceiveCombatSpam(NetworkId const &attacker, Vector const &attacke
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(playerPosition.magnitudeBetweenSquared(attackerPosition_w) <= m_combatSpamRangeSquaredFilter)) ||
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(defender.isValid() &&
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(playerPosition.magnitudeBetweenSquared(defenderPosition_w) <= m_combatSpamRangeSquaredFilter))) {
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return true;
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return true;
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}
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}
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