Age | Commit message (Collapse) | Author |
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Server/client VoIP protocol is handled by adding new cvars
cl_voipProtocol and sv_voipProtocol, sv_voip and cl_voip
are used to auto set/clear them. All users need to touch
are cl/sv_voip as 0 or 1 just like before.
Old Speex VoIP packets in demos are skipped.
New VoIP packets are skipped in demos if sv_voipProtocol
doesn't match cl_voipProtocol.
Notable difference between usage of speex and opus codecs,
when using Speex client would be sent 80ms at a time.
Using Opus, 60ms is sent at a time. This was changed because
the Opus codec supports encoding up to 60ms at a time.
(Simpler to send only one codec frame in a packet.)
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Disabled in e52a492f615e1245d6d22a84d2cc100c6d2f9f88.
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From /dev/humancontroller.
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Based partly on patch by Zack Middleton - Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename - Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
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unused-but-set gcc warnings
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FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer - Improve voip target parsing on top of Ben Millwood's patch - Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance) (#4467) - Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency - Protocol version incremented to 71
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negotiation works. (Where did this one get lost?)
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Hunk_FreeTempMemory must be freed in LIFO order (#5079) - Introduce SV_ClientFree() to prevent memory leaks r2077 was supposed to fix
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Fix queued packet rate control
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fragments and queued packets when server is idle - Voip protocol detection is tied to com_protocol making past-end-of-message reading unncessary - Use Hunk_AllocateTempMemory() for buffering VOIP packets and fix buffering scheme that ryan hates so much - Disable packet scrambling for new protocol as it is useless now - Get rid of the old packet scrambling functions predating latest point release - Use Hunk_AllocateTempMemory() for netchan packet queue to fix memory leak when client gets disconnected with packets in the queue - Use Hunk_AllocateTempMemory() for download blocks to fix memory leak when client gets disconnected with download blocks in the queue - Fix SV_RateMsec to account for udp/udp6 packet lengths
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security issues
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control cvar sv_dlRate - Don't send snapshots to downloading clients
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Have Com_sprintf return string length - add STR_LEN macro for static strings
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strrchr() to bg_lib.c, patch by DevHC
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will defend ioquake3 against http://aluigi.altervista.org/papers/q3noclient.txt (#3041) - Retains full compatibility to the old but unsecure protocol between clients and servers - Harden the connection process against DoS attacks, possibly connected to UDP spoofing
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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+ IPv6
+ VoIP
+ Stereo rendering
+ Other minor stuff
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* Partially revert 772
* Strip off trailing '\n' from server denial messages
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* Added back the syscalls things I didn't mean to remove
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* Refactored botlib parsing code into qcommon
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- SDL_GammaRamp stuff
- Anisotropic texture filtering
- q3testesque r_flares
- cl_guid
- Security fixes
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* Removed nextmap cvar and associated code, replaced with "advanceMapRotation"
command
* Rework the text displayed during votes to be more verbose
* "destroy" command now only works when cheats are enabled
* Voting UI is now a frontend for "clientkick" instead of plain "kick"
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* Moved server command queuing from game to server -- sv_dequeuePeriod probably
needs to be lowered
* Added g_friendlyBuildableFire to enable friendly buildable fire
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