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Screen incoming GameMessages because we cannot trust the server (because the server trusts other clients too much)
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@ -351,6 +351,12 @@ MSG_HANDLER_DEFN(plNetClientMsgHandler,plNetMsgGameMessage)
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nc->DebugMsg("Converting game msg future timeStamp, curT=%f, futT=%f", secs, timeStamp);
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}
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// Do some basic security checks on the incoming message because
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// we cannot nesecarily trust the server because the server trusts
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// the remote client WAY too much.
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if (!IGetNetClientMgr()->fScreener.AllowIncomingMessage(gameMsg))
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return hsOK;
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plgDispatch::Dispatch()->MsgSend(gameMsg);
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// Debug
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