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Master server working again #293
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A bit more of explanation why this works: dhewm3 code did remove the following line from idAsyncServer::ProcessGetInfoMessage :
(Look at this: https://github.com/TTimo/doom3.gpl/blob/aaa855815ab484d5bd095f347163194ac569abcc/neo/framework/async/AsyncServer.cpp ) because GetOSMask does not exists anymore, but the master server expects that info to be received seems (even if there is no use for them maybe), so adding outMsg.WriteInt( -1 ); fixsthe problem. |
You should add a comment about what this magic |
it would be nice if it was set using a cvar that could be overridden if
necessary.
…On Wed, 27 May 2020 at 11:57, Turo Lamminen ***@***.***> wrote:
You should add a comment about what this magic -1 is and why it is.
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when should that be necessary? To elaborate, this should only affect communication between multiplayer servers and the master server, which
The network protocol between multiplayer servers and clients playing on them should not be affected, so I don't think this breaks anything. |
Can someone do the pull request with the comment for me?, I am too lazy for doing a pull request again to just adding a comment lol. |
I can add the comment, of course :) Note that you wouldn't have to create a new PR - you could just add a commit to the branch and push it (it gets added to the PR then) or even amend the existing commit and force-push the branch. |
Yeah but I need to restart the pc (I am in linux now, I have everything in windows), open gitbash and aah, I am getting lazy to just think about it right now. haha btw, the feature was already tested and it is working. Just to you know that this is not a feature without testing. |
I pushed the commit to master (after adding a comment), thanks a lot! :) |
So this was the real issue after all. (the thing about si_version etc.. was nothing but a false-positive because I was testing after using the original Doom 3 steam version so probably the cache did saved my ip and port in the masterserver for a while)