Build 2737
SVN-
do strtok on a duplicated string containing the address in Net_Connect().
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Also, - don't strip const when passing the char ptr to it and a couple more instances in game.c - use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"), so that e.g. eduke32 -port 1700 -connect localhost is the same as eduke32 -connect localhost:1700 (-port must come before -connect, unfortunately.)
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second part of buffer overflow check correction.
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This was supposed to go into the last commit, but I did git commit --amend without adding the changes to the index. Now I'm too lazy to sort things out.
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correct packet buffer overflow checks.
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The GAMESTATE one has to be carried out twice, first on the data from xd3_encode_memory, and then with the compressed data (because it might have increased in size, though this is very unlikely). The MOVE check is similar, though there, failure of the first check implies corrupt memory (which is why we're Bassert'ing that condition). Currently, the overflow on GAMESTATE sending happens when switching to a different map.
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remove (char *) casts where they amount to no-ops.
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eliminate ptr->byte idx conversion of action/move/ai in t_data.
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These are element indices for a while now. Also eliminate some dead code afterwards.