diff --git a/code/server/sv_client.c b/code/server/sv_client.c index 1d230c07ca..78ba9c63e2 100644 --- a/code/server/sv_client.c +++ b/code/server/sv_client.c @@ -659,6 +659,16 @@ void SV_DropClient( client_t *drop, const char *reason ) { // Free all allocated data on the client structure SV_FreeClient(drop); + // Reset the reliable sequence to the currently acknowledged command + // This prevents SV_AddServerCommand() from making another recursive call to SV_DropClient() + // if the client lacks sufficient space for another reliable command + // it also guarantees that the client receives both the print and disconnect commands + drop->reliableSequence = drop->reliableAcknowledge; + // Setting the gamestate message number to -1 ensures that SV_AddServerCommand() + // will not call SV_DropClient() again, even though it is unlikely the client + // will receive many server commands during the drop + drop->gamestateMessageNum = -1; + // tell everyone why they got dropped SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason ); diff --git a/code/server/sv_main.c b/code/server/sv_main.c index 4d94c1e32a..b56b13b121 100644 --- a/code/server/sv_main.c +++ b/code/server/sv_main.c @@ -159,6 +159,12 @@ void SV_AddServerCommand( client_t *client, const char *cmd ) { // we check == instead of >= so a broadcast print added by SV_DropClient() // doesn't cause a recursive drop client if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) { + if ( client->gamestateMessageNum == -1 ) { + // invalid game state message + // this can occur in SV_DropClient() to avoid calling it more than once + return; + } + Com_Printf( "===== pending server commands =====\n" ); for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) { Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );