106 Commits

Author SHA1 Message Date
Kawe Mazidjatari
59fab7ac93 Client token authentication implementation
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.
2023-10-15 10:40:46 +02:00
Kawe Mazidjatari
0eddec2473 Reduce duplicate code
Make a method for setting the host state.
2023-10-12 17:07:35 +02:00
Kawe Mazidjatari
d83270a541 Netchan: comment out unused code 2023-10-08 16:37:35 +02:00
Kawe Mazidjatari
7232c735ac Null console commands past the 512th byte
A mistake has been made, certain area's of the engine actually do allow strings larger than 128 bytes, just one routine that doesn't (console commands). Tokenizer only tokenizes it up to 512 bytes, so null all the other bytes past this. This still fixes the flaw mentioned in the comment at the place where the nulling happens.
2023-09-23 14:04:49 +02:00
Kawe Mazidjatari
794b18c82f Improve NavMesh render performance 2023-09-23 14:01:53 +02:00
Kawe Mazidjatari
fd3e227a86 Align folder structure with p4 2023-09-19 22:13:22 +02:00