/* ================== CL_SystemInfoChanged The systeminfo configstring has been changed, so parse new information out of it. This will happen at every gamestate, and possibly during gameplay. ================== */ void CL_SystemInfoChanged( void ) { char *systemInfo; const char *s, *t; char key[BIG_INFO_KEY]; char value[BIG_INFO_VALUE]; qboolean gameSet; systemInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SYSTEMINFO ]; // NOTE TTimo: // when the serverId changes, any further messages we send to the server will use this new serverId // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 // in some cases, outdated cp commands might get sent with this new serverId cl.serverId = atoi( Info_ValueForKey( systemInfo, "sv_serverid" ) ); // don't set any vars when playing a demo if ( clc.demoplaying ) { return; } s = Info_ValueForKey( systemInfo, "sv_cheats" ); cl_connectedToCheatServer = atoi( s ); if ( !cl_connectedToCheatServer ) { Cvar_SetCheatState(); } // check pure server string s = Info_ValueForKey( systemInfo, "sv_paks" ); t = Info_ValueForKey( systemInfo, "sv_pakNames" ); FS_PureServerSetLoadedPaks( s, t ); s = Info_ValueForKey( systemInfo, "sv_referencedPaks" ); t = Info_ValueForKey( systemInfo, "sv_referencedPakNames" ); FS_PureServerSetReferencedPaks( s, t ); gameSet = qfalse; // scan through all the variables in the systeminfo and locally set cvars to match s = systemInfo; while ( s ) { Info_NextPair( &s, key, value ); if ( !key[0] ) { break; } // ehw! if ( !Q_stricmp( key, "fs_game" ) ) { if(FS_CheckDirTraversal(value)) { Com_Printf(S_COLOR_YELLOW "WARNING: Server sent invalid fs_game value %s\n", value); continue; } if(!FS_FilenameCompare(value, BASEGAME)) { Com_Printf(S_COLOR_YELLOW "WARNING: Server sent \"%s\" fs_game value, clearing.\n", value); Q_strncpyz(value, "", sizeof(value)); } gameSet = qtrue; } Cvar_Server_Set( key, value ); } // if game folder should not be set and it is set at the client side if ( !gameSet && *Cvar_VariableString("fs_game") ) { Cvar_Set( "fs_game", "" ); } cl_connectedToPureServer = Cvar_VariableValue( "sv_pure" ); }
/* ================== CL_SystemInfoChanged The systeminfo configstring has been changed, so parse new information out of it. This will happen at every gamestate, and possibly during gameplay. ================== */ void CL_SystemInfoChanged( void ) { char *systemInfo; const char *s, *t; char key[BIG_INFO_KEY]; char value[BIG_INFO_VALUE]; qboolean gameSet; systemInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SYSTEMINFO ]; // NOTE TTimo: // when the serverId changes, any further messages we send to the server will use this new serverId // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 // in some cases, outdated cp commands might get sent with this news serverId cl.serverId = atoi( Info_ValueForKey( systemInfo, "sv_serverid" ) ); #ifdef USE_VOIP s = Info_ValueForKey( systemInfo, "sv_voipProtocol" ); clc.voipEnabled = !Q_stricmp(s, "opus"); #endif // don't set any vars when playing a demo if ( clc.demoplaying ) { return; } s = Info_ValueForKey( systemInfo, "sv_cheats" ); cl_connectedToCheatServer = atoi( s ); if ( !cl_connectedToCheatServer ) { Cvar_SetCheatState(); } // check pure server string s = Info_ValueForKey( systemInfo, "sv_paks" ); t = Info_ValueForKey( systemInfo, "sv_pakNames" ); FS_PureServerSetLoadedPaks( s, t ); s = Info_ValueForKey( systemInfo, "sv_referencedPaks" ); t = Info_ValueForKey( systemInfo, "sv_referencedPakNames" ); FS_PureServerSetReferencedPaks( s, t ); gameSet = qfalse; // scan through all the variables in the systeminfo and locally set cvars to match s = systemInfo; while ( s ) { Info_NextPair( &s, key, value ); if ( !key[0] ) { break; } // ehw! if (!Q_stricmp(key, "fs_game")) { char filename[MAX_QPATH]; char *title; if ( gameSet ) continue; if(FS_CheckDirTraversal(value)) { Com_Printf(S_COLOR_YELLOW "WARNING: Server sent invalid fs_game value %s\n", value); continue; } // create game title file if does not exist title = Info_ValueForKey( systemInfo, "sv_gameTitle" ); Com_sprintf( filename, sizeof ( filename ), "%s/description.txt", value ); if ( ( cl_allowDownload->integer & DLF_ENABLE ) && *title && !FS_SV_RW_FileExists( filename ) ) { fileHandle_t f = FS_SV_FOpenFileWrite( filename ); FS_Write( s, strlen( title ), f ); FS_FCloseFile( f ); } gameSet = qtrue; } Cvar_Server_Set(key, value); } // game folder must be set if ( !gameSet ) { Com_Error( ERR_DROP, "fs_game not set on server" ); } }