Timeouts after event latency units changed to nanoseconds
14583 changed net event latency units to nanoseconds, and several server owners then reported timeouts. 14901 switched back to milliseconds.
14583 changed net event latency units to nanoseconds, and several server owners then reported timeouts. 14901 switched back to milliseconds.
The new routing-bucket change event could crash the server. Fixed in 14758.
Missing bounds checks in the connection handshake, the HTTP request parser and latent event reassembly could crash the server when it received crafted data. Anyone who can reach the server's port could trigger it. Update to 38435 or newer.
Before 37262 there was no core rate limit on netGameEvent packets. A single client could flood events such as weaponDamageEvent until the main thread hung and txAdmin restarted the server. The issue was reported on 35636 and 36727. 37262 drops clients that go over the new 'netGameEvent' rate limiter.
The server's reassembly of large client-to-server latent events got hard limits, plus diagnostics for 'latent ACK overflow'. Older builds let a client keep more partial event state than they needed to, which costs memory and CPU.
Rate limiting of latent (TriggerLatentServerEvent) traffic from clients was tightened in the reassembly packet handler. On older builds a client could push latent event traffic harder than intended.
With OneSync, a modified client could register more than one networked player object (CNetObjPlayer) for itself. That is a known abuse path for desync and crashes. Since 23984 the server rejects the extra ones.
Server owners can now block specific net game event types from clients with block_net_game_event (and undo it with unblock_net_game_event). Use it when an event type is being abused. The syntax was simplified in 16541.
Before 15859 anyone could connect to the built-in Mumble (voice) server, even without being a player on the game server. Now mumble_allowExternalConnections defaults to false, and voice clients must match a connected player who has finished routing. Set it to true only if you deliberately use an external Mumble client.
Oversized or invalid outgoing voice messages used to hit an assertion. They are now dropped cleanly, and the send queue is drained properly. The voice server should be less likely to stall or crash under bad traffic.