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Xash3DArchive/engine/server/sv_client.c
2022-06-27 01:15:04 +03:00

1558 lines
40 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// sv_client.c - client interactions
//=======================================================================
#include "common.h"
#include "const.h"
#include "server.h"
#define MAX_FORWARD 6
typedef struct ucmd_s
{
const char *name;
void (*func)( sv_client_t *cl );
} ucmd_t;
static int g_userid = 1;
/*
=================
SV_GetChallenge
Returns a challenge number that can be used
in a subsequent client_connect command.
We do this to prevent denial of service attacks that
flood the server with invalid connection IPs. With a
challenge, they must give a valid IP address.
=================
*/
void SV_GetChallenge( netadr_t from )
{
int i, oldest = 0;
int oldestTime;
oldestTime = 0x7fffffff;
// see if we already have a challenge for this ip
for (i = 0; i < MAX_CHALLENGES; i++ )
{
if( !svs.challenges[i].connected && NET_CompareAdr( from, svs.challenges[i].adr ))
break;
if( svs.challenges[i].time < oldestTime )
{
oldestTime = svs.challenges[i].time;
oldest = i;
}
}
if( i == MAX_CHALLENGES )
{
// this is the first time this client has asked for a challenge
svs.challenges[oldest].challenge = ((rand()<<16) ^ rand()) ^ svs.realtime;
svs.challenges[oldest].adr = from;
svs.challenges[oldest].time = svs.realtime;
svs.challenges[oldest].connected = false;
i = oldest;
}
// send it back
Netchan_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "challenge %i", svs.challenges[i].challenge );
}
/*
==================
SV_DirectConnect
A connection request that did not come from the master
==================
*/
void SV_DirectConnect( netadr_t from )
{
char physinfo[512];
char userinfo[MAX_INFO_STRING];
sv_client_t temp, *cl, *newcl;
edict_t *ent;
int i, edictnum;
int version;
int qport, count = 0;
int challenge;
version = com.atoi( Cmd_Argv( 1 ));
if( version != PROTOCOL_VERSION )
{
Netchan_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION );
MsgDev( D_ERROR, "SV_DirectConnect: rejected connect from version %i\n", version );
return;
}
qport = com.atoi( Cmd_Argv( 2 ));
challenge = com.atoi( Cmd_Argv( 3 ));
com.strncpy( userinfo, Cmd_Argv( 4 ), sizeof( userinfo ) - 1 );
userinfo[sizeof(userinfo) - 1] = 0;
// quick reject
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state == cs_free ) continue;
if( NET_CompareBaseAdr(from, cl->netchan.remote_address) && (cl->netchan.qport == qport || from.port == cl->netchan.remote_address.port ))
{
if( !NET_IsLocalAddress( from ) && ( svs.realtime - cl->lastconnect ) < sv_reconnect_limit->value * 1000 )
{
MsgDev( D_INFO, "%s:reconnect rejected : too soon\n", NET_AdrToString( from ));
return;
}
break;
}
}
// see if the challenge is valid (LAN clients don't need to challenge)
if( !NET_IsLocalAddress( from ))
{
for( i = 0; i < MAX_CHALLENGES; i++ )
{
if( NET_CompareAdr( from, svs.challenges[i].adr ))
{
if( challenge == svs.challenges[i].challenge )
break; // valid challenge
}
}
if( i == MAX_CHALLENGES )
{
Netchan_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
return;
}
// force the IP key/value pair so the game can filter based on ip
Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ));
svs.challenges[i].connected = true;
MsgDev( D_INFO, "Client %i connecting with challenge %p\n", i, challenge );
}
else Info_SetValueForKey( userinfo, "ip", "127.0.0.1" ); // force the "ip" info key to "localhost"
newcl = &temp;
Mem_Set( newcl, 0, sizeof( sv_client_t ));
// if there is already a slot for this ip, reuse it
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state == cs_free ) continue;
if( NET_CompareBaseAdr( from, cl->netchan.remote_address ) && (cl->netchan.qport == qport || from.port == cl->netchan.remote_address.port ))
{
MsgDev( D_INFO, "%s:reconnect\n", NET_AdrToString( from ));
newcl = cl;
goto gotnewcl;
}
}
// find a client slot
newcl = NULL;
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++)
{
if( cl->state == cs_free )
{
newcl = cl;
break;
}
}
if( !newcl )
{
Netchan_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" );
MsgDev( D_INFO, "SV_DirectConnect: rejected a connection.\n");
return;
}
gotnewcl:
// build a new connection
// accept the new client
// this is the only place a sv_client_t is ever initialized
if( sv_maxclients->integer == 1 ) // save physinfo for singleplayer
com.strncpy( physinfo, newcl->physinfo, sizeof( physinfo ));
*newcl = temp;
if( sv_maxclients->integer == 1 ) // restore physinfo for singleplayer
com.strncpy( newcl->physinfo, physinfo, sizeof( physinfo ));
sv_client = newcl;
edictnum = (newcl - svs.clients) + 1;
ent = EDICT_NUM( edictnum );
ent->pvServerData->client = newcl;
newcl->edict = ent;
newcl->challenge = challenge; // save challenge for checksumming
newcl->frames = (client_frame_t *)Z_Malloc( sizeof( client_frame_t ) * SV_UPDATE_BACKUP );
newcl->userid = g_userid++; // create unique userid
// get the game a chance to reject this connection or modify the userinfo
if(!(SV_ClientConnect( ent, userinfo )))
{
if(*Info_ValueForKey( userinfo, "rejmsg" ))
Netchan_OutOfBandPrint( NS_SERVER, from, "print\n%s\nConnection refused.\n", Info_ValueForKey( userinfo, "rejmsg" ));
else Netchan_OutOfBandPrint( NS_SERVER, from, "print\nConnection refused.\n" );
MsgDev( D_ERROR, "SV_DirectConnect: game rejected a connection.\n");
return;
}
// parse some info from the info strings
SV_UserinfoChanged( newcl, userinfo );
// send the connect packet to the client
Netchan_OutOfBandPrint( NS_SERVER, from, "client_connect" );
Netchan_Setup( NS_SERVER, &newcl->netchan, from, qport );
MSG_Init( &newcl->reliable, newcl->reliable_buf, sizeof( newcl->reliable_buf )); // reliable buf
MSG_Init( &newcl->datagram, newcl->datagram_buf, sizeof( newcl->datagram_buf )); // datagram buf
newcl->state = cs_connected;
newcl->lastmessage = svs.realtime;
newcl->lastconnect = svs.realtime;
// if this was the first client on the server, or the last client
// the server can hold, send a heartbeat to the master.
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
if( cl->state >= cs_connected ) count++;
if( count == 1 || count == sv_maxclients->integer )
svs.last_heartbeat = MAX_HEARTBEAT;
}
/*
==================
SV_FakeConnect
A connection request that came from the game module
==================
*/
edict_t *SV_FakeConnect( const char *netname )
{
int i, edictnum;
char userinfo[MAX_INFO_STRING];
sv_client_t temp, *cl, *newcl;
edict_t *ent;
if( !netname ) netname = "";
userinfo[0] = '\0';
// setup fake client name
Info_SetValueForKey( userinfo, "name", netname );
// force the IP key/value pair so the game can filter based on ip
Info_SetValueForKey( userinfo, "ip", "127.0.0.1" );
// find a client slot
newcl = &temp;
Mem_Set( newcl, 0, sizeof( sv_client_t ));
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state == cs_free )
{
newcl = cl;
break;
}
}
if( !newcl )
{
MsgDev( D_INFO, "SV_DirectConnect: rejected a connection.\n");
return NULL;
}
// build a new connection
// accept the new client
// this is the only place a sv_client_t is ever initialized
*newcl = temp;
sv_client = newcl;
edictnum = (newcl - svs.clients) + 1;
ent = EDICT_NUM( edictnum );
ent->pvServerData->client = newcl;
newcl->edict = ent;
newcl->challenge = -1; // fake challenge
ent->v.flags |= FL_FAKECLIENT; // mark it as fakeclient
// get the game a chance to reject this connection or modify the userinfo
if( !SV_ClientConnect( ent, userinfo ))
{
MsgDev( D_ERROR, "SV_DirectConnect: game rejected a connection.\n" );
return NULL;
}
// parse some info from the info strings
SV_UserinfoChanged( newcl, userinfo );
newcl->state = cs_spawned;
newcl->lastmessage = svs.realtime; // don't timeout
newcl->lastconnect = svs.realtime;
return ent;
}
/*
=====================
SV_ClientCconnect
QC code can rejected a connection for some reasons
e.g. ipban
=====================
*/
bool SV_ClientConnect( edict_t *ent, char *userinfo )
{
bool result = true;
char *pszName, *pszAddress;
char szRejectReason[128];
// make sure we start with known default
if( !sv.loadgame ) ent->v.flags = 0;
szRejectReason[0] = '\0';
pszName = Info_ValueForKey( userinfo, "name" );
pszAddress = Info_ValueForKey( userinfo, "ip" );
MsgDev( D_NOTE, "SV_ClientConnect()\n" );
result = svgame.dllFuncs.pfnClientConnect( ent, pszName, pszAddress, szRejectReason );
if( szRejectReason[0] ) Info_SetValueForKey( userinfo, "rejmsg", szRejectReason );
return result;
}
/*
=====================
SV_DropClient
Called when the player is totally leaving the server, either willingly
or unwillingly. This is NOT called if the entire server is quiting
or crashing.
=====================
*/
void SV_DropClient( sv_client_t *drop )
{
int i;
if( drop->state == cs_zombie ) return; // already dropped
// add the disconnect
if(!( drop->edict && (drop->edict->v.flags & FL_FAKECLIENT )))
MSG_WriteByte( &drop->netchan.message, svc_disconnect );
// let the game known about client state
if( drop->edict->v.flags & FL_SPECTATOR )
svgame.dllFuncs.pfnSpectatorDisconnect( drop->edict );
else svgame.dllFuncs.pfnClientDisconnect( drop->edict );
drop->edict->pvServerData->s.ed_type = ED_STATIC; // remove from server
if( drop->edict->pvPrivateData )
{
// clear any dlls data but keep engine data
svgame.dllFuncs.pfnOnFreeEntPrivateData( drop->edict );
Mem_Free( drop->edict->pvPrivateData );
drop->edict->pvPrivateData = NULL;
}
if( drop->download )
drop->download = NULL;
drop->state = cs_zombie; // become free in a few seconds
drop->name[0] = 0;
SV_RefreshUserinfo(); // refresh userinfo on disconnect
// if this was the last client on the server, send a heartbeat
// to the master so it is known the server is empty
// send a heartbeat now so the master will get up to date info
// if there is already a slot for this ip, reuse it
for( i = 0; i < sv_maxclients->integer; i++ )
{
if( svs.clients[i].state >= cs_connected )
break;
}
if( i == sv_maxclients->integer )
svs.last_heartbeat = MAX_HEARTBEAT;
}
/*
==============================================================================
SVC COMMAND REDIRECT
==============================================================================
*/
void SV_BeginRedirect( netadr_t adr, int target, char *buffer, int buffersize, void (*flush))
{
if( !target || !buffer || !buffersize || !flush )
return;
host.rd.target = target;
host.rd.buffer = buffer;
host.rd.buffersize = buffersize;
host.rd.flush = flush;
host.rd.address = adr;
host.rd.buffer[0] = 0;
}
void SV_FlushRedirect( netadr_t adr, int dest, char *buf )
{
if( sv_client->edict && (sv_client->edict->v.flags & FL_FAKECLIENT))
return;
switch( dest )
{
case RD_PACKET:
Netchan_OutOfBandPrint( NS_SERVER, adr, "print\n%s", buf );
break;
case RD_CLIENT:
if( !sv_client ) return; // client not set
MSG_WriteByte( &sv_client->netchan.message, svc_print );
MSG_WriteByte( &sv_client->netchan.message, PRINT_HIGH );
MSG_WriteString( &sv_client->netchan.message, buf );
break;
case RD_NONE:
MsgDev( D_ERROR, "SV_FlushRedirect: %s: invalid destination\n", NET_AdrToString( adr ));
break;
}
}
void SV_EndRedirect( void )
{
host.rd.flush( host.rd.address, host.rd.target, host.rd.buffer );
host.rd.target = 0;
host.rd.buffer = NULL;
host.rd.buffersize = 0;
host.rd.flush = NULL;
}
/*
===============
SV_StatusString
Builds the string that is sent as heartbeats and status replies
===============
*/
char *SV_StatusString( void )
{
char player[1024];
static char status[MAX_MSGLEN - 16];
int i;
sv_client_t *cl;
int statusLength;
int playerLength;
com.strcpy( status, Cvar_Serverinfo());
com.strcat( status, "\n" );
statusLength = com.strlen(status);
for( i = 0; i < sv_maxclients->integer; i++ )
{
cl = &svs.clients[i];
if( cl->state == cs_connected || cl->state == cs_spawned )
{
com.sprintf( player, "%i %i \"%s\"\n", (int)cl->edict->v.frags, cl->ping, cl->name );
playerLength = com.strlen(player);
if( statusLength + playerLength >= sizeof(status))
break; // can't hold any more
com.strcpy( status + statusLength, player );
statusLength += playerLength;
}
}
return status;
}
/*
================
SV_Status
Responds with all the info that qplug or qspy can see
================
*/
void SV_Status( netadr_t from )
{
Netchan_OutOfBandPrint( NS_SERVER, from, "print\n%s", SV_StatusString());
}
/*
================
SV_Ack
================
*/
void SV_Ack( netadr_t from )
{
Msg( "ping %s\n", NET_AdrToString( from ));
}
/*
================
SV_Info
Responds with short info for broadcast scans
The second parameter should be the current protocol version number.
================
*/
void SV_Info( netadr_t from )
{
char string[MAX_INFO_STRING];
int i, count = 0;
int version;
// ignore in single player
if( sv_maxclients->integer == 1 )
return;
version = com.atoi( Cmd_Argv( 1 ));
string[0] = '\0';
if( version != PROTOCOL_VERSION )
{
com.snprintf( string, sizeof( string ), "%s: wrong version\n", hostname->string );
}
else
{
for( i = 0; i < sv_maxclients->integer; i++ )
if( svs.clients[i].state >= cs_connected )
count++;
Info_SetValueForKey( string, "host", hostname->string );
Info_SetValueForKey( string, "map", sv.name );
Info_SetValueForKey( string, "dm", va( "%i", svgame.globals->deathmatch ));
Info_SetValueForKey( string, "team", va( "%i", svgame.globals->teamplay ));
Info_SetValueForKey( string, "coop", va( "%i", svgame.globals->coop ));
Info_SetValueForKey( string, "numcl", va( "%i", count ));
Info_SetValueForKey( string, "maxcl", va( "%i", sv_maxclients->integer ));
}
Netchan_OutOfBandPrint( NS_SERVER, from, "info\n%s", string );
}
/*
================
SV_Ping
Just responds with an acknowledgement
================
*/
void SV_Ping( netadr_t from )
{
Netchan_OutOfBandPrint( NS_SERVER, from, "ack" );
}
bool Rcon_Validate( void )
{
if( !com.strlen( rcon_password->string ))
return false;
if( !com.strcmp( Cmd_Argv( 1 ), rcon_password->string ))
return false;
return true;
}
/*
===============
SV_RemoteCommand
A client issued an rcon command.
Shift down the remaining args
Redirect all printfs
===============
*/
void SV_RemoteCommand( netadr_t from, sizebuf_t *msg )
{
char remaining[1024];
static char outputbuf[MAX_MSGLEN - 16];
int i;
if(!Rcon_Validate()) MsgDev(D_INFO, "Bad rcon from %s:\n%s\n", NET_AdrToString( from ), msg->data + 4 );
else MsgDev( D_INFO, "Rcon from %s:\n%s\n", NET_AdrToString( from ), msg->data + 4 );
SV_BeginRedirect( from, RD_PACKET, outputbuf, MAX_MSGLEN - 16, SV_FlushRedirect );
if( !Rcon_Validate( ))
{
MsgDev( D_WARN, "Bad rcon_password.\n" );
}
else
{
remaining[0] = 0;
for( i = 2; i < Cmd_Argc(); i++ )
{
com.strcat( remaining, Cmd_Argv( i ));
com.strcat( remaining, " " );
}
Cmd_ExecuteString( remaining );
}
SV_EndRedirect();
}
/*
===================
SV_FullClientUpdate
Writes all update values to a sizebuf
===================
*/
void SV_FullClientUpdate( sv_client_t *cl, sizebuf_t *msg )
{
int i;
char info[MAX_INFO_STRING];
i = cl - svs.clients;
MSG_WriteByte( msg, svc_updateuserinfo );
MSG_WriteByte( msg, i );
if( cl->name[0] )
{
MSG_WriteByte( msg, true );
com.strncpy( info, cl->userinfo, sizeof( info ));
// remove server passwords, etc.
Info_RemovePrefixedKeys( info, '_' );
MSG_WriteString( msg, info );
}
else MSG_WriteByte( msg, false );
MSG_DirectSend( MSG_ALL, vec3_origin, NULL );
MSG_Clear( msg );
}
void SV_RefreshUserinfo( void )
{
int i;
sv_client_t *cl;
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
if( cl->state >= cs_connected && !(cl->edict && cl->edict->v.flags & FL_FAKECLIENT ))
cl->sendinfo = cl->sendmovevars = true;
}
/*
===================
SV_UpdatePhysinfo
this is send all movevars values when client connected
otherwise see code SV_UpdateMovevars()
===================
*/
void SV_UpdatePhysinfo( sv_client_t *cl, sizebuf_t *msg )
{
movevars_t nullmovevars;
Mem_Set( &nullmovevars, 0, sizeof( nullmovevars ));
MSG_WriteDeltaMovevars( msg, &nullmovevars, &svgame.movevars );
MSG_DirectSend( MSG_ONE, NULL, cl->edict );
MSG_Clear( msg );
}
/*
===========
PutClientInServer
Called when a player connects to a server or respawns in
a deathmatch.
============
*/
void SV_PutClientInServer( edict_t *ent )
{
sv_client_t *client;
client = ent->pvServerData->client;
ent->pvServerData->s.ed_type = ED_CLIENT; // init edict type
if( !sv.loadgame )
{
if( ent->v.flags & FL_SPECTATOR )
{
// setup spectatormaxspeed and refresh physinfo
SV_SetClientMaxspeed( client, svgame.movevars.spectatormaxspeed );
svgame.dllFuncs.pfnSpectatorConnect( ent );
}
else
{
// setup maxspeed and refresh physinfo
SV_SetClientMaxspeed( client, svgame.movevars.maxspeed );
if( sv_maxclients->integer > 1 )
ent->v.netname = MAKE_STRING(Info_ValueForKey( client->userinfo, "name" ));
else ent->v.netname = MAKE_STRING( "player" );
// fisrt entering
svgame.dllFuncs.pfnClientPutInServer( ent );
SV_BaselineForEntity( ent );
}
}
else
{
// NOTE: we needs to setup angles on restore here
if( ent->v.fixangle == 1 )
{
MSG_WriteByte( &sv.multicast, svc_setangle );
MSG_WriteAngle32( &sv.multicast, ent->v.angles[0] );
MSG_WriteAngle32( &sv.multicast, ent->v.angles[1] );
MSG_DirectSend( MSG_ONE, vec3_origin, client->edict );
ent->v.fixangle = 0;
}
ent->pvServerData->s.ed_flags |= (ESF_NODELTA|ESF_NO_PREDICTION);
}
client->pViewEntity = NULL; // reset pViewEntity
if( !( ent->v.flags & FL_FAKECLIENT ))
{
// copy signon buffer
MSG_WriteData( &client->netchan.message, sv.signon.data, sv.signon.cursize );
MSG_WriteByte( &client->netchan.message, svc_setview );
MSG_WriteWord( &client->netchan.message, NUM_FOR_EDICT( client->edict ));
MSG_Send( MSG_ONE, NULL, client->edict );
}
// clear any temp states
sv.loadgame = false;
sv.paused = false;
if( sv_maxclients->integer == 1 ) // singleplayer profiler
MsgDev( D_INFO, "level loaded at %.2f sec\n", Sys_DoubleTime() - svs.timestart );
}
/*
==================
SV_TogglePause
==================
*/
void SV_TogglePause( const char *msg )
{
sv.paused ^= 1;
if( msg ) SV_BroadcastPrintf( PRINT_HIGH, "%s", msg );
// send notification to all clients
MSG_Begin( svc_setpause );
MSG_WriteByte( &sv.multicast, sv.paused );
MSG_Send( MSG_ALL, vec3_origin, NULL );
}
/*
============================================================
CLIENT COMMAND EXECUTION
============================================================
*/
/*
================
SV_New_f
Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each server load.
================
*/
void SV_New_f( sv_client_t *cl )
{
int playernum;
edict_t *ent;
if( cl->state != cs_connected )
{
MsgDev( D_INFO, "new is not valid from the console\n" );
return;
}
playernum = cl - svs.clients;
// send the serverdata
MSG_WriteByte( &cl->netchan.message, svc_serverdata );
MSG_WriteLong( &cl->netchan.message, PROTOCOL_VERSION );
MSG_WriteLong( &cl->netchan.message, svs.spawncount );
MSG_WriteByte( &cl->netchan.message, playernum );
MSG_WriteByte( &cl->netchan.message, svgame.globals->maxClients );
MSG_WriteWord( &cl->netchan.message, svgame.globals->maxEntities );
MSG_WriteString( &cl->netchan.message, sv.configstrings[CS_NAME] );
MSG_WriteString( &cl->netchan.message, STRING( EDICT_NUM( 0 )->v.message )); // Map Message
// refresh userinfo on spawn
SV_RefreshUserinfo();
// game server
if( sv.state == ss_active )
{
// set up the entity for the client
ent = EDICT_NUM( playernum + 1 );
ent->serialnumber = playernum + 1;
cl->edict = ent;
Mem_Set( &cl->lastcmd, 0, sizeof( cl->lastcmd ));
// begin fetching configstrings
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "cmd configstrings %i %i\n", svs.spawncount, 0 ));
}
}
/*
==================
SV_Configstrings_f
==================
*/
void SV_Configstrings_f( sv_client_t *cl )
{
int start;
string cmd;
if( cl->state != cs_connected )
{
MsgDev( D_INFO, "configstrings is not valid from the console\n" );
return;
}
// handle the case of a level changing while a client was connecting
if( com.atoi( Cmd_Argv( 1 )) != svs.spawncount )
{
MsgDev( D_INFO, "configstrings from different level\n" );
SV_New_f( cl );
return;
}
start = com.atoi( Cmd_Argv( 2 ));
// write a packet full of data
while( cl->netchan.message.cursize < (MAX_MSGLEN / 2) && start < MAX_CONFIGSTRINGS )
{
if( sv.configstrings[start][0] )
{
MSG_WriteByte( &cl->netchan.message, svc_configstring );
MSG_WriteShort( &cl->netchan.message, start );
MSG_WriteString( &cl->netchan.message, sv.configstrings[start] );
}
start++;
}
if( start == MAX_CONFIGSTRINGS ) com.snprintf( cmd, MAX_STRING, "cmd usermsgs %i %i\n", svs.spawncount, 0 );
else com.snprintf( cmd, MAX_STRING, "cmd configstrings %i %i\n", svs.spawncount, start );
// send next command
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, cmd );
}
/*
==================
SV_UserMessages_f
==================
*/
void SV_UserMessages_f( sv_client_t *cl )
{
int start;
sv_user_message_t *message;
string cmd;
if( cl->state != cs_connected )
{
MsgDev( D_INFO, "usermessages is not valid from the console\n" );
return;
}
// handle the case of a level changing while a client was connecting
if( com.atoi( Cmd_Argv( 1 )) != svs.spawncount )
{
MsgDev( D_INFO, "usermessages from different level\n" );
SV_New_f( cl );
return;
}
start = com.atoi( Cmd_Argv( 2 ));
// write a packet full of data
while( cl->netchan.message.cursize < MAX_MSGLEN / 2 && start < MAX_USER_MESSAGES )
{
message = &svgame.msg[start];
if( message->name[0] )
{
MSG_WriteByte( &cl->netchan.message, svc_usermessage );
MSG_WriteString( &cl->netchan.message, message->name );
MSG_WriteByte( &cl->netchan.message, message->number );
MSG_WriteByte( &cl->netchan.message, (byte)message->size );
}
start++;
}
if( start == MAX_USER_MESSAGES ) com.snprintf( cmd, MAX_STRING, "cmd baselines %i %i\n", svs.spawncount, 0 );
else com.snprintf( cmd, MAX_STRING, "cmd usermsgs %i %i\n", svs.spawncount, start );
// send next command
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, cmd );
}
/*
==================
SV_Baselines_f
==================
*/
void SV_Baselines_f( sv_client_t *cl )
{
int start;
entity_state_t *base, nullstate;
string cmd;
if( cl->state != cs_connected )
{
MsgDev( D_INFO, "baselines is not valid from the console\n" );
return;
}
// handle the case of a level changing while a client was connecting
if( com.atoi( Cmd_Argv( 1 )) != svs.spawncount )
{
MsgDev( D_INFO, "baselines from different level\n" );
SV_New_f( cl );
return;
}
start = com.atoi( Cmd_Argv( 2 ));
Mem_Set( &nullstate, 0, sizeof( nullstate ));
// write a packet full of data
while( cl->netchan.message.cursize < MAX_MSGLEN / 2 && start < svgame.globals->numEntities )
{
base = &svs.baselines[start];
if( base->modelindex || base->effects )
{
MSG_WriteByte( &cl->netchan.message, svc_spawnbaseline );
MSG_WriteDeltaEntity( &nullstate, base, &cl->netchan.message, true, true );
}
start++;
}
if( start == svgame.globals->numEntities ) com.snprintf( cmd, MAX_STRING, "precache %i\n", svs.spawncount );
else com.snprintf( cmd, MAX_STRING, "cmd baselines %i %i\n", svs.spawncount, start );
// send next command
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, cmd );
}
/*
==================
SV_Begin_f
==================
*/
void SV_Begin_f( sv_client_t *cl )
{
// handle the case of a level changing while a client was connecting
if( com.atoi( Cmd_Argv( 1 )) != svs.spawncount )
{
Msg( "begin from different level\n" );
SV_New_f( cl );
return;
}
cl->state = cs_spawned;
SV_PutClientInServer( cl->edict );
// if we are paused, tell the client
if( sv.paused )
{
MSG_Begin( svc_setpause );
MSG_WriteByte( &sv.multicast, sv.paused );
MSG_Send( MSG_ONE, vec3_origin, cl->edict );
SV_ClientPrintf( cl, PRINT_HIGH, "Server is paused.\n" );
}
}
/*
==================
SV_NextDownload_f
==================
*/
void SV_NextDownload_f( sv_client_t *cl )
{
int percent;
int r, size;
if( !cl->download ) return;
r = cl->downloadsize - cl->downloadcount;
if( r > 1024 ) r = 1024;
MSG_WriteByte( &cl->netchan.message, svc_download );
MSG_WriteShort( &cl->netchan.message, r );
cl->downloadcount += r;
size = cl->downloadsize;
if( !size ) size = 1;
percent = cl->downloadcount * 100 / size;
MSG_WriteByte( &cl->netchan.message, percent );
MSG_WriteData( &cl->netchan.message, cl->download + cl->downloadcount - r, r );
if( cl->downloadcount == cl->downloadsize ) cl->download = NULL;
}
/*
==================
SV_BeginDownload_f
==================
*/
void SV_BeginDownload_f( sv_client_t *cl )
{
char *name;
int offset = 0;
name = Cmd_Argv( 1 );
if(Cmd_Argc() > 2 ) offset = com.atoi(Cmd_Argv(2)); // continue download from
cl->download = FS_LoadFile( name, &cl->downloadsize );
cl->downloadcount = offset;
if( offset > cl->downloadsize ) cl->downloadcount = cl->downloadsize;
if( !allow_download->integer || !cl->download )
{
MsgDev( D_ERROR, "SV_BeginDownload_f: couldn't download %s to %s\n", name, cl->name );
if( cl->download ) Mem_Free( cl->download );
MSG_WriteByte( &cl->netchan.message, svc_download );
MSG_WriteShort( &cl->netchan.message, -1 );
MSG_WriteByte( &cl->netchan.message, 0 );
cl->download = NULL;
return;
}
SV_NextDownload_f( cl );
MsgDev( D_INFO, "Downloading %s to %s\n", name, cl->name );
}
/*
=================
SV_Disconnect_f
The client is going to disconnect, so remove the connection immediately
=================
*/
void SV_Disconnect_f( sv_client_t *cl )
{
SV_DropClient( cl );
}
/*
==================
SV_ShowServerinfo_f
Dumps the serverinfo info string
==================
*/
void SV_ShowServerinfo_f( sv_client_t *cl )
{
Info_Print( Cvar_Serverinfo( ));
}
/*
==================
SV_Pause_f
==================
*/
void SV_Pause_f( sv_client_t *cl )
{
string message;
if( !sv_pausable->integer )
{
SV_ClientPrintf( cl, PRINT_HIGH, "Pause not allowed.\n" );
return;
}
if( cl->edict->v.flags & FL_SPECTATOR )
{
SV_ClientPrintf( cl, PRINT_HIGH, "Spectators can not pause.\n" );
return;
}
if( !sv.paused ) com.snprintf( message, MAX_STRING, "%s paused the game\n", cl->name );
else com.snprintf( message, MAX_STRING, "%s unpaused the game\n", cl->name );
SV_TogglePause( message );
}
/*
=================
SV_UserinfoChanged
Pull specific info from a newly changed userinfo string
into a more C freindly form.
=================
*/
void SV_UserinfoChanged( sv_client_t *cl, const char *userinfo )
{
edict_t *ent = cl->edict;
char *val;
if( !userinfo || !userinfo[0] ) return; // ignored
com.strncpy( cl->userinfo, userinfo, sizeof( cl->userinfo ));
// name for C code (make colored string)
com.snprintf( cl->name, sizeof( cl->name ), "^2%s^7", Info_ValueForKey( cl->userinfo, "name" ));
// rate command
val = Info_ValueForKey( cl->userinfo, "rate" );
if( com.strlen( val ))
cl->rate = bound ( 100, com.atoi( val ), 15000 );
else cl->rate = 5000;
// msg command
val = Info_ValueForKey( cl->userinfo, "msg" );
if( com.strlen( val ))
cl->messagelevel = com.atoi( val );
if( SV_IsValidEdict( ent ))
{
if( sv_maxclients->integer > 1 )
{
const char *model = Info_ValueForKey( cl->userinfo, "model" );
// apply custom playermodel
if( com.strlen( model ) && com.stricmp( model, "player" ))
{
const char *path = va( "models/player/%s/%s.mdl", model, model );
CM_RegisterModel( path, SV_ModelIndex( path )); // register model
SV_SetModel( ent, path );
cl->modelindex = ent->v.modelindex;
}
else cl->modelindex = 0;
}
else cl->modelindex = 0;
}
// call prog code to allow overrides
svgame.dllFuncs.pfnClientUserInfoChanged( cl->edict, cl->userinfo );
if( SV_IsValidEdict( ent ))
{
if( sv_maxclients->integer > 1 )
ent->v.netname = MAKE_STRING(Info_ValueForKey( cl->userinfo, "name" ));
else ent->v.netname = 0;
}
if( cl->state >= cs_connected ) cl->sendinfo = true; // needs for update client info
}
/*
==================
SV_UpdateUserinfo_f
==================
*/
static void SV_UpdateUserinfo_f( sv_client_t *cl )
{
SV_UserinfoChanged( cl, Cmd_Argv( 1 ));
}
ucmd_t ucmds[] =
{
{ "new", SV_New_f },
{ "begin", SV_Begin_f },
{ "pause", SV_Pause_f },
{ "baselines", SV_Baselines_f },
{ "info", SV_ShowServerinfo_f },
{ "nextdl", SV_NextDownload_f },
{ "disconnect", SV_Disconnect_f },
{ "usermsgs", SV_UserMessages_f },
{ "download", SV_BeginDownload_f },
{ "userinfo", SV_UpdateUserinfo_f },
{ "configstrings", SV_Configstrings_f },
{ NULL, NULL }
};
/*
==================
SV_ExecuteUserCommand
==================
*/
void SV_ExecuteClientCommand( sv_client_t *cl, char *s )
{
ucmd_t *u;
Cmd_TokenizeString( s );
for( u = ucmds; u->name; u++ )
{
if( !com.strcmp( Cmd_Argv( 0 ), u->name ))
{
MsgDev( D_NOTE, "ucmd->%s()\n", u->name );
u->func( cl );
break;
}
}
if( !u->name && sv.state == ss_active )
{
// custom client commands
svgame.dllFuncs.pfnClientCommand( cl->edict );
}
}
/*
=================
MSG_Begin
Misc helper function
=================
*/
void _MSG_Begin( int dest, const char *filename, int fileline )
{
_MSG_WriteBits( &sv.multicast, dest, "MSG_Begin", NET_BYTE, filename, fileline );
}
/*
=================
SV_Send
Sends the contents of sv.multicast to a subset of the clients,
then clears sv.multicast.
MULTICAST_ONE send to one client (ent can't be NULL)
MULTICAST_ALL same as broadcast (origin can be NULL)
MULTICAST_PVS send to clients potentially visible from org
MULTICAST_PHS send to clients potentially hearable from org
=================
*/
bool _MSG_Send( int dest, const vec3_t origin, const edict_t *ent, bool direct, const char *filename, int fileline )
{
byte *mask = NULL;
int leafnum = 0, numsends = 0;
int j, numclients = sv_maxclients->integer;
sv_client_t *cl, *current = svs.clients;
bool reliable = false;
bool specproxy = false;
switch( dest )
{
case MSG_INIT:
if( sv.state == ss_loading )
{
// copy signon buffer
MSG_WriteData( &sv.signon, sv.multicast.data, sv.multicast.cursize );
MSG_Clear( &sv.multicast );
return true;
}
// intentional fallthrough (in-game MSG_INIT it's a MSG_ALL reliable)
case MSG_ALL:
reliable = true;
// intentional fallthrough
case MSG_BROADCAST:
// nothing to sort
break;
case MSG_PAS_R:
reliable = true;
// intentional fallthrough
case MSG_PAS:
if( origin == NULL ) return false;
leafnum = CM_PointLeafnum( origin );
mask = CM_LeafPHS( leafnum );
break;
case MSG_PVS_R:
reliable = true;
// intentional fallthrough
case MSG_PVS:
if( origin == NULL ) return false;
leafnum = CM_PointLeafnum( origin );
mask = CM_LeafPVS( leafnum );
break;
case MSG_ONE:
reliable = true;
// intentional fallthrough
case MSG_ONE_UNRELIABLE:
if( ent == NULL ) return false;
j = NUM_FOR_EDICT( ent );
if( j < 1 || j > numclients ) return false;
current = svs.clients + (j - 1);
numclients = 1; // send to one
break;
case MSG_SPEC:
specproxy = reliable = true;
break;
default:
Host_Error( "MSG_Send: bad dest: %i (called at %s:%i)\n", dest, filename, fileline );
return false;
}
// send the data to all relevent clients (or once only)
for( j = 0, cl = current; j < numclients; j++, cl++ )
{
if( cl->state == cs_free || cl->state == cs_zombie )
continue;
if( cl->state != cs_spawned && !reliable )
continue;
if( specproxy && !( cl->edict->v.flags & FL_PROXY ))
continue;
if( !cl->edict || ( cl->edict->v.flags & FL_FAKECLIENT ))
continue;
if( mask )
{
leafnum = CM_PointLeafnum( cl->edict->v.origin );
if( mask && (!(mask[leafnum>>3] & (1<<( leafnum & 7 )))))
continue;
}
if( reliable )
{
if( direct ) MSG_WriteData( &cl->netchan.message, sv.multicast.data, sv.multicast.cursize );
else MSG_WriteData( &cl->reliable, sv.multicast.data, sv.multicast.cursize );
}
else MSG_WriteData( &cl->datagram, sv.multicast.data, sv.multicast.cursize );
numsends++;
}
MSG_Clear( &sv.multicast );
// 25% chanse for simulate random network bugs
if( sv.write_bad_message && Com_RandomLong( 0, 32 ) <= 8 )
{
// just for network debugging (send only for local client)
MSG_WriteByte( &sv.multicast, svc_bad );
MSG_WriteLong( &sv.multicast, rand( )); // send some random data
MSG_WriteString( &sv.multicast, host.finalmsg ); // send final message
MSG_Send( MSG_ALL, vec3_origin, NULL );
sv.write_bad_message = false;
}
return numsends; // debug
}
/*
=================
SV_ConnectionlessPacket
A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
void SV_ConnectionlessPacket( netadr_t from, sizebuf_t *msg )
{
char *s;
char *c;
MSG_BeginReading( msg );
MSG_ReadLong( msg );// skip the -1 marker
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv( 0 );
MsgDev( D_NOTE, "SV_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c );
if( !com.strcmp( c, "ping" )) SV_Ping( from );
else if( !com.strcmp( c, "ack" )) SV_Ack( from );
else if( !com.strcmp( c, "status" )) SV_Status( from );
else if( !com.strcmp( c, "info" )) SV_Info( from );
else if( !com.strcmp( c, "getchallenge" )) SV_GetChallenge( from );
else if( !com.strcmp( c, "connect" )) SV_DirectConnect( from );
else if( !com.strcmp( c, "rcon" )) SV_RemoteCommand( from, msg );
else MsgDev( D_ERROR, "bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), s );
}
/*
===============
SV_SetIdealPitch
===============
*/
void SV_SetIdealPitch( sv_client_t *cl )
{
float angleval, sinval, cosval;
trace_t tr;
vec3_t top, bottom;
float z[MAX_FORWARD];
int i, j;
int step, dir, steps;
edict_t *ent = cl->edict;
if( !( ent->v.flags & FL_ONGROUND ))
return;
angleval = ent->v.angles[YAW] * M_PI * 2 / 360;
com.sincos( angleval, &sinval, &cosval );
for( i = 0; i < MAX_FORWARD; i++ )
{
top[0] = ent->v.origin[0] + cosval * (i + 3) * 12;
top[1] = ent->v.origin[1] + sinval * (i + 3) * 12;
top[2] = ent->v.origin[2] + ent->v.view_ofs[2];
bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160;
tr = SV_Move( top, vec3_origin, vec3_origin, bottom, MOVE_NOMONSTERS, ent );
if( tr.fAllSolid )
return; // looking at a wall, leave ideal the way is was
if( tr.flFraction == 1.0f )
return; // near a dropoff
z[i] = top[2] + tr.flFraction * (bottom[2] - top[2]);
}
dir = 0;
steps = 0;
for( j = 1; j < i; j++ )
{
step = z[j] - z[j-1];
if( step > -ON_EPSILON && step < ON_EPSILON )
continue;
if( dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ))
return; // mixed changes
steps++;
dir = step;
}
if( !dir )
{
ent->v.idealpitch = 0;
return;
}
if( steps < 2 ) return;
ent->v.idealpitch = -dir * sv_idealpitchscale->value;
}
/*
==================
SV_ReadClientMove
The message usually contains all the movement commands
that were in the last three packets, so that the information
in dropped packets can be recovered.
On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_ReadClientMove( sv_client_t *cl, sizebuf_t *msg )
{
int checksum1, checksum2;
int key, lastframe, net_drop;
usercmd_t oldest, oldcmd, newcmd, nulcmd;
key = msg->readcount;
checksum1 = MSG_ReadByte( msg );
lastframe = MSG_ReadLong( msg );
if( lastframe != cl->lastframe )
{
cl->lastframe = lastframe;
if( cl->lastframe > 0 )
{
client_frame_t *frame = &cl->frames[cl->lastframe & SV_UPDATE_MASK];
frame->latency = svs.realtime - frame->senttime;
}
}
cl->packet_loss = SV_CalcPacketLoss( cl );
Mem_Set( &nulcmd, 0, sizeof( nulcmd ));
MSG_ReadDeltaUsercmd( msg, &nulcmd, &oldest );
MSG_ReadDeltaUsercmd( msg, &oldest, &oldcmd );
MSG_ReadDeltaUsercmd( msg, &oldcmd, &newcmd );
if( cl->state != cs_spawned )
{
cl->lastframe = -1;
return;
}
// if the checksum fails, ignore the rest of the packet
checksum2 = CRC_Sequence( msg->data + key + 1, msg->readcount - key - 1, cl->netchan.incoming_sequence );
if( checksum2 != checksum1 )
{
MsgDev( D_ERROR, "SV_UserMove: failed command checksum for %s (%d != %d)\n", cl->name, checksum2, checksum1 );
return;
}
if( !sv.paused )
{
SV_PreRunCmd( cl, &newcmd ); // get random_seed from newcmd
net_drop = cl->netchan.dropped;
cl->netchan.dropped = 0; // reset counter
if( net_drop < 20 )
{
while( net_drop > 2 )
{
SV_RunCmd( cl, &cl->lastcmd );
net_drop--;
}
if( net_drop > 1 ) SV_RunCmd( cl, &oldest );
if( net_drop > 0 ) SV_RunCmd( cl, &oldcmd );
}
SV_RunCmd( cl, &newcmd );
SV_PostRunCmd( cl );
}
cl->lastcmd = newcmd;
cl->lastcmd.buttons = 0; // avoid multiple fires on lag
}
/*
===================
SV_ExecuteClientMessage
Parse a client packet
===================
*/
void SV_ExecuteClientMessage( sv_client_t *cl, sizebuf_t *msg )
{
int c, stringCmdCount = 0;
bool move_issued = false;
char *s;
// make sure the reply sequence number matches the incoming sequence number
if( cl->netchan.incoming_sequence >= cl->netchan.outgoing_sequence )
cl->netchan.outgoing_sequence = cl->netchan.incoming_sequence;
else cl->send_message = false; // don't reply, sequences have slipped
// save time for ping calculations
cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK].senttime = svs.realtime;
cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK].latency = -1;
// read optional clientCommand strings
while( cl->state != cs_zombie )
{
c = MSG_ReadByte( msg );
if( c == -1 ) break;
if( msg->error )
{
MsgDev( D_ERROR, "SV_ReadClientMessage: clc_bad\n" );
SV_DropClient( cl );
return;
}
switch( c )
{
case clc_nop:
break;
case clc_userinfo:
SV_UserinfoChanged( cl, MSG_ReadString( msg ));
break;
case clc_move:
if( move_issued ) return; // someone is trying to cheat...
move_issued = true;
SV_ReadClientMove( cl, msg );
break;
case clc_stringcmd:
s = MSG_ReadString( msg );
// malicious users may try using too many string commands
if( ++stringCmdCount < 8 ) SV_ExecuteClientCommand( cl, s );
if( cl->state == cs_zombie ) return; // disconnect command
break;
default:
MsgDev( D_ERROR, "SV_ReadClientMessage: clc_bad\n" );
SV_DropClient( cl );
return;
}
}
}