There have been reports of hit registration issues, this is most likely caused by the clamping system to mitigate an exploit. Put behind a convar and disabled for now until debugged.
Display the error to the user without having to open the developer console or terminal window. This patch also adds printing to COM_ExplainDisconnection (which has been stripped out of the retail binary).
Display the EULA (fetched from masterserver), which the end user MUST accept before they can make use of the multiplayer features of R5Reloaded. NOTE: user doesn't need to agree to this to use the listenserver.
Remove dev parameters from retail configs, disable net_usesocketsforloopback by default now. This was a leftover from before we got dedicated servers working, and was thus required to get other people to connect to the listen server. This is no longer needed, it was causing a problem with authentication on the local server as the input address from the client would differ from what the master server would bake into the JWT token (localhost translates into an actual ip address on the master server side).
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
Return to C since we don't need to replace the JasmineJSON library to the RapidJSON one, as the signature gets verified first before any JSON is getting parsed. JasmineJSON also appears to only have problems when compiled in the STRICT and/or LINK mode, which we aren't doing.
The member must contain a copy of the string, pointing it to the buffer used by the language cvar results in undefined behavior. Several cases were the string pointed to random data were reported.
Structure now fully aligns with that of the engine, with exception of newly added fields for the SDK (new fields are marked in the structure definition).
Make pak code more consistent.
* Added 'Pak_CloseFile' to SDK.
* Added partial rebuild of 'Pak_ProcessPakFile' to SDK.
* Added compile time assert for 'PakFileHeader_t' structure.
The min spec is SSSE3, using SSE4.1 instructions (_mm_extract_epi64) will break compatibility. The code containing the defect is debug only, and %90+ of the user base uses an SSE4.1 capable processor.