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fix #2650: validate game commands sent from clients in multiplayer

This commit is contained in:
IntelOrca
2016-01-05 18:30:39 +00:00
parent f767f947d1
commit e4c6c79552
3 changed files with 7 additions and 3 deletions

View File

@@ -1415,8 +1415,11 @@ int Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket&
if (commandCommand != GAME_COMMAND_TOGGLE_PAUSE &&
commandCommand != GAME_COMMAND_LOAD_OR_QUIT
) {
Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
game_do_command(args[0], args[1], args[2], args[3], args[4], args[5], args[6]);
// Run game command, and if it is successful send to clients
money32 cost = game_do_command(args[0], args[1] | GAME_COMMAND_FLAG_NETWORKED, args[2], args[3], args[4], args[5], args[6]);
if (cost != MONEY32_UNDEFINED) {
Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
}
}
return 1;