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fix #2650: validate game commands sent from clients in multiplayer
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@@ -1415,8 +1415,11 @@ int Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket&
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if (commandCommand != GAME_COMMAND_TOGGLE_PAUSE &&
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commandCommand != GAME_COMMAND_LOAD_OR_QUIT
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) {
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Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
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game_do_command(args[0], args[1], args[2], args[3], args[4], args[5], args[6]);
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// Run game command, and if it is successful send to clients
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money32 cost = game_do_command(args[0], args[1] | GAME_COMMAND_FLAG_NETWORKED, args[2], args[3], args[4], args[5], args[6]);
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if (cost != MONEY32_UNDEFINED) {
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Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
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}
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}
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return 1;
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