Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: baseclientstate.cpp: implementation of the CBaseClientState class.
//
//===============================================================================
#include "client_pch.h"
#include "baseclientstate.h"
#include "vstdlib/random.h"
#include <inetchannel.h>
#include <netmessages.h>
#include <proto_oob.h>
#include <ctype.h>
#include "cl_main.h"
#include "net.h"
#include "dt_recv_eng.h"
#include "ents_shared.h"
#include "net_synctags.h"
#include "filesystem_engine.h"
#include "host_cmd.h"
#include "GameEventManager.h"
#include "sv_rcon.h"
#include "cl_rcon.h"
#ifndef SWDS
#include "vgui_baseui_interface.h"
#include "cl_pluginhelpers.h"
#include "vgui_askconnectpanel.h"
#endif
#include "sv_steamauth.h"
#include "tier0/icommandline.h"
#include "tier0/vcrmode.h"
#include "snd_audio_source.h"
#include "cl_steamauth.h"
#include "server.h"
#include "steam/steam_api.h"
#include "matchmaking.h"
#include "sv_plugin.h"
#include "sys_dll.h"
#include "host.h"
#if defined( REPLAY_ENABLED )
#include "replay_internal.h"
#include "replayserver.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef ENABLE_RPT
void CL_NotifyRPTOfDisconnect( );
#endif // ENABLE_RPT
#if !defined( NO_STEAM )
void UpdateNameFromSteamID( IConVar *pConVar, CSteamID *pSteamID )
{
#ifndef SWDS
if ( !pConVar || !pSteamID || !Steam3Client().SteamFriends() )
return;
const char *pszName = Steam3Client().SteamFriends()->GetFriendPersonaName( *pSteamID );
pConVar->SetValue( pszName );
#endif // SWDS
}
void SetNameToSteamIDName( IConVar *pConVar )
{
#ifndef SWDS
if ( Steam3Client().SteamUtils() && Steam3Client().SteamFriends() && Steam3Client().SteamUser() )
{
CSteamID steamID = Steam3Client().SteamUser()->GetSteamID();
UpdateNameFromSteamID( pConVar, &steamID );
}
#endif // SWDS
}
#endif // NO_STEAM
void CL_NameCvarChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
{
ConVarRef var( pConVar );
static bool bPreventRent = false;
if ( !bPreventRent )
{
bPreventRent = true;
#if !defined( NO_STEAM )
SetNameToSteamIDName( pConVar );
#endif
// Remove any evil characters (ex: zero width no-break space)
char pchName[MAX_PLAYER_NAME_LENGTH];
V_strcpy_safe( pchName, var.GetString() );
Q_RemoveAllEvilCharacters( pchName );
pConVar->SetValue( pchName );
// store off the last known name, that isn't default, in the registry
// this is a transition step so it can be used to display in friends
if ( 0 != Q_stricmp( var.GetString(), var.GetDefault() )
&& 0 != Q_stricmp( var.GetString(), "player" ) )
{
Sys_SetRegKeyValue( "Software\\Valve\\Steam", "LastGameNameUsed", var.GetString() );
}
bPreventRent = false;
}
}
#ifndef SWDS
void askconnect_accept_f()
{
char szHostName[256];
if ( IsAskConnectPanelActive( szHostName, sizeof( szHostName ) ) )
{
char szCommand[512];
V_snprintf( szCommand, sizeof( szCommand ), "connect %s redirect", szHostName );
Cbuf_AddText( szCommand );
HideAskConnectPanel();
}
}
ConCommand askconnect_accept( "askconnect_accept", askconnect_accept_f, "Accept a redirect request by the server.", FCVAR_DONTRECORD );
#endif
#ifndef SWDS
extern IVEngineClient *engineClient;
// ---------------------------------------------------------------------------------------- //
static void SendClanTag( const char *pTag )
{
KeyValues *kv = new KeyValues( "ClanTagChanged" );
kv->SetString( "tag", pTag );
engineClient->ServerCmdKeyValues( kv );
}
#endif
// ---------------------------------------------------------------------------------------- //
void CL_ClanIdChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
{
#ifndef SWDS
// Get the clan ID we're trying to select
ConVarRef var( pConVar );
uint32 newId = var.GetInt();
if ( newId == 0 )
{
// Default value, equates to no tag
SendClanTag( "" );
return;
}
#if !defined( NO_STEAM )
// Make sure this player is actually part of the desired clan
ISteamFriends *pFriends = Steam3Client().SteamFriends();
if ( pFriends )
{
int iGroupCount = pFriends->GetClanCount();
for ( int k = 0; k < iGroupCount; ++ k )
{
CSteamID clanID = pFriends->GetClanByIndex( k );
if ( clanID.GetAccountID() == newId )
{
// valid clan, accept the change
CSteamID clanIDNew( newId, Steam3Client().SteamUtils()->GetConnectedUniverse(), k_EAccountTypeClan );
SendClanTag( pFriends->GetClanTag( clanIDNew ) );
return;
}
}
}
#endif // NO_STEAM
// Couldn't validate the ID, so clear to the default (no tag)
var.SetValue( 0 );
#endif // !SWDS
}
ConVar cl_resend ( "cl_resend","6", FCVAR_NONE, "Delay in seconds before the client will resend the 'connect' attempt", true, CL_MIN_RESEND_TIME, true, CL_MAX_RESEND_TIME );
ConVar cl_name ( "name","unnamed", FCVAR_ARCHIVE | FCVAR_USERINFO | FCVAR_PRINTABLEONLY | FCVAR_SERVER_CAN_EXECUTE, "Current user name", CL_NameCvarChanged );
ConVar password ( "password", "", FCVAR_ARCHIVE | FCVAR_SERVER_CANNOT_QUERY | FCVAR_DONTRECORD, "Current server access password" );
ConVar cl_interpolate( "cl_interpolate", "1.0", FCVAR_USERINFO | FCVAR_DEVELOPMENTONLY | FCVAR_NOT_CONNECTED, "Interpolate entities on the client." );
ConVar cl_clanid( "cl_clanid", "0", FCVAR_ARCHIVE | FCVAR_USERINFO | FCVAR_HIDDEN, "Current clan ID for name decoration", CL_ClanIdChanged );
ConVar cl_show_connectionless_packet_warnings( "cl_show_connectionless_packet_warnings", "0", FCVAR_NONE, "Show console messages about ignored connectionless packets on the client." );
// ---------------------------------------------------------------------------------------- //
// C_ServerClassInfo implementation.
// ---------------------------------------------------------------------------------------- //
C_ServerClassInfo::C_ServerClassInfo()
{
m_ClassName = NULL;
m_DatatableName = NULL;
m_InstanceBaselineIndex = INVALID_STRING_INDEX;
}
C_ServerClassInfo::~C_ServerClassInfo()
{
delete [] m_ClassName;
delete [] m_DatatableName;
}
// Returns false if you should stop reading entities.
inline static bool CL_DetermineUpdateType( CEntityReadInfo &u )
{
if ( !u.m_bIsEntity || ( u.m_nNewEntity > u.m_nOldEntity ) )
{
// If we're at the last entity, preserve whatever entities followed it in the old packet.
// If newnum > oldnum, then the server skipped sending entities that it wants to leave the state alone for.
if ( !u.m_pFrom || ( u.m_nOldEntity > u.m_pFrom->last_entity ) )
{
Assert( !u.m_bIsEntity );
u.m_UpdateType = Finished;
return false;
}
// Preserve entities until we reach newnum (ie: the server didn't send certain entities because
// they haven't changed).
u.m_UpdateType = PreserveEnt;
}
else
{
if( u.m_UpdateFlags & FHDR_ENTERPVS )
{
u.m_UpdateType = EnterPVS;
}
else if( u.m_UpdateFlags & FHDR_LEAVEPVS )
{
u.m_UpdateType = LeavePVS;
}
else
{
u.m_UpdateType = DeltaEnt;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: When a delta command is received from the server
// We need to grab the entity # out of it any the bit settings, too.
// Returns -1 if there are no more entities.
// Input : &bRemove -
// &bIsNew -
// Output : int
//-----------------------------------------------------------------------------
static inline void CL_ParseDeltaHeader( CEntityReadInfo &u )
{
u.m_UpdateFlags = FHDR_ZERO;
#ifdef DEBUG_NETWORKING
int startbit = u.m_pBuf->GetNumBitsRead();
#endif
SyncTag_Read( u.m_pBuf, "Hdr" );
u.m_nNewEntity = u.m_nHeaderBase + 1 + u.m_pBuf->ReadUBitVar();
u.m_nHeaderBase = u.m_nNewEntity;
// leave pvs flag
if ( u.m_pBuf->ReadOneBit() == 0 )
{
// enter pvs flag
if ( u.m_pBuf->ReadOneBit() != 0 )
{
u.m_UpdateFlags |= FHDR_ENTERPVS;
}
}
else
{
u.m_UpdateFlags |= FHDR_LEAVEPVS;
// Force delete flag
if ( u.m_pBuf->ReadOneBit() != 0 )
{
u.m_UpdateFlags |= FHDR_DELETE;
}
}
// Output the bitstream...
#ifdef DEBUG_NETWORKING
int lastbit = u.m_pBuf->GetNumBitsRead();
{
void SpewBitStream( unsigned char* pMem, int bit, int lastbit );
SpewBitStream( (byte *)u.m_pBuf->m_pData, startbit, lastbit );
}
#endif
}
CBaseClientState::CBaseClientState()
{
m_Socket = NS_CLIENT;
m_pServerClasses = NULL;
m_StringTableContainer = NULL;
m_NetChannel = NULL;
m_nSignonState = SIGNONSTATE_NONE;
m_nChallengeNr = 0;
m_flConnectTime = 0;
m_nRetryNumber = 0;
m_szRetryAddress[0] = 0;
m_ulGameServerSteamID = 0;
m_retryChallenge = 0;
m_bRestrictServerCommands = true;
m_bRestrictClientCommands = true;
m_nServerCount = 0;
m_nCurrentSequence = 0;
m_nDeltaTick = 0;
m_bPaused = 0;
m_flPausedExpireTime = -1.f;
m_nViewEntity = 0;
m_nPlayerSlot = 0;
m_szLevelFileName[0] = 0;
m_szLevelBaseName[0] = 0;
m_nMaxClients = 0;
Q_memset( m_pEntityBaselines, 0, sizeof( m_pEntityBaselines ) );
m_nServerClasses = 0;
m_nServerClassBits = 0;
m_szEncrytionKey[0] = 0;
}
CBaseClientState::~CBaseClientState()
{
}
void CBaseClientState::Clear( void )
{
m_nServerCount = -1;
m_nDeltaTick = -1;
m_ClockDriftMgr.Clear();
m_nCurrentSequence = 0;
m_nServerClasses = 0;
m_nServerClassBits = 0;
m_nPlayerSlot = 0;
m_szLevelFileName[0] = 0;
m_szLevelBaseName[ 0 ] = 0;
m_nMaxClients = 0;
if ( m_pServerClasses )
{
delete[] m_pServerClasses;
m_pServerClasses = NULL;
}
if ( m_StringTableContainer )
{
#ifndef SHARED_NET_STRING_TABLES
m_StringTableContainer->RemoveAllTables();
#endif
m_StringTableContainer = NULL;
}
FreeEntityBaselines();
RecvTable_Term( false );
if ( m_NetChannel )
m_NetChannel->Reset();
m_bPaused = 0;
m_flPausedExpireTime = -1.f;
m_nViewEntity = 0;
m_nChallengeNr = 0;
m_flConnectTime = 0.0f;
}
void CBaseClientState::FileReceived( const char * fileName, unsigned int transferID )
{
ConMsg( "CBaseClientState::FileReceived: %s.\n", fileName );
}
void CBaseClientState::FileDenied(const char *fileName, unsigned int transferID )
{
ConMsg( "CBaseClientState::FileDenied: %s.\n", fileName );
}
void CBaseClientState::FileRequested(const char *fileName, unsigned int transferID )
{
ConMsg( "File '%s' requested from %s.\n", fileName, m_NetChannel->GetAddress() );
m_NetChannel->SendFile( fileName, transferID ); // CBaseCLisntState always sends file
}
void CBaseClientState::FileSent(const char *fileName, unsigned int transferID )
{
ConMsg( "File '%s' sent.\n", fileName );
}
#define REGISTER_NET_MSG( name ) \
NET_##name * p##name = new NET_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
#define REGISTER_SVC_MSG( name ) \
SVC_##name * p##name = new SVC_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
void CBaseClientState::ConnectionStart(INetChannel *chan)
{
REGISTER_NET_MSG( Tick );
REGISTER_NET_MSG( StringCmd );
REGISTER_NET_MSG( SetConVar );
REGISTER_NET_MSG( SignonState );
REGISTER_SVC_MSG( Print );
REGISTER_SVC_MSG( ServerInfo );
REGISTER_SVC_MSG( SendTable );
REGISTER_SVC_MSG( ClassInfo );
REGISTER_SVC_MSG( SetPause );
REGISTER_SVC_MSG( CreateStringTable );
REGISTER_SVC_MSG( UpdateStringTable );
REGISTER_SVC_MSG( VoiceInit );
REGISTER_SVC_MSG( VoiceData );
REGISTER_SVC_MSG( Sounds );
REGISTER_SVC_MSG( SetView );
REGISTER_SVC_MSG( FixAngle );
REGISTER_SVC_MSG( CrosshairAngle );
REGISTER_SVC_MSG( BSPDecal );
REGISTER_SVC_MSG( GameEvent );
REGISTER_SVC_MSG( UserMessage );
REGISTER_SVC_MSG( EntityMessage );
REGISTER_SVC_MSG( PacketEntities );
REGISTER_SVC_MSG( TempEntities );
REGISTER_SVC_MSG( Prefetch );
REGISTER_SVC_MSG( Menu );
REGISTER_SVC_MSG( GameEventList );
REGISTER_SVC_MSG( GetCvarValue );
REGISTER_SVC_MSG( CmdKeyValues );
REGISTER_SVC_MSG( SetPauseTimed );
}
void CBaseClientState::ConnectionClosing( const char *reason )
{
ConMsg( "Disconnect: %s.\n", reason?reason:"unknown reason" );
Disconnect( reason ? reason : "Connection closing", true );
}
//-----------------------------------------------------------------------------
// Purpose: A svc_signonnum has been received, perform a client side setup
// Output : void CL_SignonReply
//-----------------------------------------------------------------------------
bool CBaseClientState::SetSignonState ( int state, int count )
{
// ConDMsg ("CL_SignonReply: %i\n", cl.signon);
if ( state < SIGNONSTATE_NONE || state > SIGNONSTATE_CHANGELEVEL )
{
ConMsg ("Received signon %i when at %i\n", state, m_nSignonState );
Assert( 0 );
return false;
}
if ( (state > SIGNONSTATE_CONNECTED) && (state <= m_nSignonState) && !m_NetChannel->IsPlayback() )
{
ConMsg ("Received signon %i when at %i\n", state, m_nSignonState);
Assert( 0 );
return false;
}
if ( (count != m_nServerCount) && (count != -1) && (m_nServerCount != -1) && !m_NetChannel->IsPlayback() )
{
ConMsg ("Received wrong spawn count %i when at %i\n", count, m_nServerCount );
Assert( 0 );
return false;
}
if ( state == SIGNONSTATE_FULL )
{
#if defined( REPLAY_ENABLED ) && !defined( DEDICATED )
if ( g_pClientReplayContext )
{
g_pClientReplayContext->OnSignonStateFull();
}
#endif
if ( IsX360() &&
g_pMatchmaking->PreventFullServerStartup() )
{
return true;
}
}
m_nSignonState = state;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: called by CL_Connect and CL_CheckResend
// If we are in ca_connecting state and we have gotten a challenge
// response before the timeout, send another "connect" request.
// Output : void CL_SendConnectPacket
//-----------------------------------------------------------------------------
void CBaseClientState::SendConnectPacket (int challengeNr, int authProtocol, uint64 unGSSteamID, bool bGSSecure )
{
COM_TimestampedLog( "SendConnectPacket" );
netadr_t adr;
char szServerName[MAX_OSPATH];
const char *CDKey = "NOCDKEY";
Q_strncpy(szServerName, m_szRetryAddress, MAX_OSPATH);
if ( !NET_StringToAdr (szServerName, &adr) )
{
ConMsg ("Bad server address (%s)\n", szServerName );
Disconnect( "Bad server address", true );
// Host_Disconnect(); MOTODO
return;
}
if ( adr.GetPort() == (unsigned short)0 )
{
adr.SetPort( PORT_SERVER );
}
ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
bf_write msg( msg_buffer, sizeof(msg_buffer) );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( C2S_CONNECT );
msg.WriteLong( PROTOCOL_VERSION );
msg.WriteLong( authProtocol );
msg.WriteLong( challengeNr );
msg.WriteLong( m_retryChallenge );
msg.WriteString( GetClientName() ); // Name
msg.WriteString( password.GetString() ); // password
msg.WriteString( GetSteamInfIDVersionInfo().szVersionString ); // product version
// msg.WriteByte( ( g_pServerPluginHandler->GetNumLoadedPlugins() > 0 ) ? 1 : 0 ); // have any client-side server plug-ins been loaded?
switch ( authProtocol )
{
// Fall through, bogus protocol type, use CD key hash.
case PROTOCOL_HASHEDCDKEY: CDKey = GetCDKeyHash();
msg.WriteString( CDKey ); // cdkey
break;
case PROTOCOL_STEAM: if ( !PrepareSteamConnectResponse( unGSSteamID, bGSSecure, adr, msg ) )
{
return;
}
break;
default: Host_Error( "Unexepected authentication protocol %i!\n", authProtocol );
return;
}
// Mark time of this attempt for retransmit requests
m_flConnectTime = net_time;
// remember challengenr for TCP connection
m_nChallengeNr = challengeNr;
// Remember Steam ID, if any
m_ulGameServerSteamID = unGSSteamID;
// Send protocol and challenge value
NET_SendPacket( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
//-----------------------------------------------------------------------------
// Purpose: append steam specific data to a connection response
//-----------------------------------------------------------------------------
bool CBaseClientState::PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGSSecure, const netadr_t &adr, bf_write &msg )
{
// X360TBD: Network - Steam Dedicated Server hack
if ( IsX360() )
{
return true;
}
#if !defined( NO_STEAM ) && !defined( SWDS )
if ( !Steam3Client().SteamUser() )
{
COM_ExplainDisconnection( true, "#GameUI_ServerRequireSteam" );
Disconnect( "#GameUI_ServerRequireSteam", true );
return false;
}
#endif
netadr_t checkAdr = adr;
if ( adr.GetType() == NA_LOOPBACK || adr.IsLocalhost() )
{
checkAdr.SetIP( net_local_adr.GetIPHostByteOrder() );
}
#ifndef SWDS
// now append the steam3 cookie
char steam3Cookie[ STEAM_KEYSIZE ];
uint32 steam3CookieLen = 0;
Steam3Client().GetAuthSessionTicket( steam3Cookie, sizeof(steam3Cookie), &steam3CookieLen, checkAdr.GetIPHostByteOrder(), checkAdr.GetPort(), unGSSteamID, bGSSecure );
if ( steam3CookieLen == 0 )
{
COM_ExplainDisconnection( true, "#GameUI_ServerRequireSteam" );
Disconnect( "#GameUI_ServerRequireSteam", true );
return false;
}
msg.WriteShort( steam3CookieLen );
if ( steam3CookieLen > 0 )
msg.WriteBytes( steam3Cookie, steam3CookieLen );
#endif
return true;
}
// Tracks how we connected to the current server.
static ConVar cl_connectmethod( "cl_connectmethod", "", FCVAR_USERINFO | FCVAR_HIDDEN, "Method by which we connected to the current server." );
/* static */ bool CBaseClientState::ConnectMethodAllowsRedirects()
{
// Only HLTV should be allowed to redirect clients, but malicious servers can answer a connect
// attempt as HLTV and then redirect elsewhere. A somewhat-more complete fix for this would
// involve tracking our redirected status and refusing to interact with non-HLTV servers. For
// now, however, we just blacklist server browser / matchmaking connect methods from allowing
// redirects and allow it for other types.
const char *pConnectMethod = cl_connectmethod.GetString();
if ( V_strcmp( pConnectMethod, "serverbrowser_internet" ) == 0 ||
V_strncmp( pConnectMethod, "quickpick", 9 ) == 0 ||
V_strncmp( pConnectMethod, "quickplay", 9 ) == 0 ||
V_strcmp( pConnectMethod, "matchmaking" ) == 0 ||
V_strcmp( pConnectMethod, "coaching" ) == 0 )
{
return false;
}
return true;
}
void CBaseClientState::Connect(const char* adr, const char *pszSourceTag)
{
#if !defined( NO_STEAM )
// Get our name from steam. Needs to be done before connecting
// because we won't have triggered a check by changing our name.
IConVar *pVar = g_pCVar->FindVar( "name" );
if ( pVar )
{
SetNameToSteamIDName( pVar );
}
#endif
Q_strncpy( m_szRetryAddress, adr, sizeof(m_szRetryAddress) );
m_retryChallenge = (RandomInt(0,0x0FFF) << 16) | RandomInt(0,0xFFFF);
m_ulGameServerSteamID = 0;
m_sRetrySourceTag = pszSourceTag;
cl_connectmethod.SetValue( m_sRetrySourceTag.String() );
// For the check for resend timer to fire a connection / getchallenge request.
SetSignonState( SIGNONSTATE_CHALLENGE, -1 );
// Force connection request to fire.
m_flConnectTime = -FLT_MAX;
m_nRetryNumber = 0;
}
INetworkStringTable *CBaseClientState::GetStringTable( const char * name ) const
{
if ( !m_StringTableContainer )
{
Assert( m_StringTableContainer );
return NULL;
}
return m_StringTableContainer->FindTable( name );
}
void CBaseClientState::ForceFullUpdate( void )
{
if ( m_nDeltaTick == -1 )
return;
FreeEntityBaselines();
m_nDeltaTick = -1;
DevMsg( "Requesting full game update...\n");
}
void CBaseClientState::FullConnect( netadr_t &adr )
{
// Initiate the network channel
COM_TimestampedLog( "CBaseClientState::FullConnect" );
m_NetChannel = NET_CreateNetChannel( m_Socket, &adr, "CLIENT", this );
Assert( m_NetChannel );
m_NetChannel->StartStreaming( m_nChallengeNr ); // open TCP stream
// Bump connection time to now so we don't resend a connection
// Request
m_flConnectTime = net_time;
// We'll request a full delta from the baseline
m_nDeltaTick = -1;
// We can send a cmd right away
m_flNextCmdTime = net_time;
// Mark client as connected
SetSignonState( SIGNONSTATE_CONNECTED, -1 );
#if !defined(SWDS)
RCONClient().SetAddress( m_NetChannel->GetRemoteAddress() );
#endif
// Fire an event when we get our connection
IGameEvent *event = g_GameEventManager.CreateEvent( "client_connected" );
if ( event )
{
event->SetString( "address", m_NetChannel->GetRemoteAddress().ToString( true ) );
event->SetInt( "ip", m_NetChannel->GetRemoteAddress().GetIPNetworkByteOrder() ); // <<< Network byte order?
event->SetInt( "port", m_NetChannel->GetRemoteAddress().GetPort() );
g_GameEventManager.FireEventClientSide( event );
}
}
void CBaseClientState::ConnectionCrashed(const char *reason)
{
DebuggerBreakIfDebugging_StagingOnly();
ConMsg( "Connection lost: %s.\n", reason?reason:"unknown reason" );
Disconnect( reason ? reason : "Connection crashed", true );
}
void CBaseClientState::Disconnect( const char *pszReason, bool bShowMainMenu )
{
m_flConnectTime = -FLT_MAX;
m_nRetryNumber = 0;
m_ulGameServerSteamID = 0;
if ( m_nSignonState == SIGNONSTATE_NONE )
return;
#if !defined( SWDS ) && defined( ENABLE_RPT )
CL_NotifyRPTOfDisconnect( );
#endif
m_nSignonState = SIGNONSTATE_NONE;
netadr_t adr;
if ( m_NetChannel )
{
adr = m_NetChannel->GetRemoteAddress();
}
else
{
NET_StringToAdr (m_szRetryAddress, &adr);
}
#ifndef SWDS
netadr_t checkAdr = adr;
if ( adr.GetType() == NA_LOOPBACK || adr.IsLocalhost() )
{
checkAdr.SetIP( net_local_adr.GetIPHostByteOrder() );
}
Steam3Client().CancelAuthTicket();
#endif
if ( m_NetChannel )
{
m_NetChannel->Shutdown( ( pszReason && *pszReason ) ? pszReason : "Disconnect by user." );
m_NetChannel = NULL;
}
}
void CBaseClientState::RunFrame (void)
{
VPROF("CBaseClientState::RunFrame");
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
if ( (m_nSignonState > SIGNONSTATE_NEW) && m_NetChannel && g_GameEventManager.HasClientListenersChanged() )
{
// assemble a list of all events we listening to and tell the server
CLC_ListenEvents msg;
g_GameEventManager.WriteListenEventList( &msg );
m_NetChannel->SendNetMsg( msg );
}
if ( m_nSignonState == SIGNONSTATE_CHALLENGE )
{
CheckForResend();
}
}
/*
=================
CL_CheckForResend
Resend a connect message if the last one has timed out
=================
*/
void CBaseClientState::CheckForResend (void)
{
// resend if we haven't gotten a reply yet
// We only resend during the connection process.
if ( m_nSignonState != SIGNONSTATE_CHALLENGE )
return;
// Wait at least the resend # of seconds.
if ( ( net_time - m_flConnectTime ) < cl_resend.GetFloat())
return;
netadr_t adr;
if (!NET_StringToAdr (m_szRetryAddress, &adr))
{
ConMsg ("Bad server address (%s)\n", m_szRetryAddress);
//Host_Disconnect();
Disconnect( "Bad server address", true );
return;
}
if (adr.GetPort() == 0)
{
adr.SetPort( PORT_SERVER );
}
// Only retry so many times before failure.
if ( m_nRetryNumber >= GetConnectionRetryNumber() )
{
COM_ExplainDisconnection( true, "Connection failed after %i retries.\n", CL_CONNECTION_RETRIES );
// Host_Disconnect();
Disconnect( "Connection failed", true );
return;
}
// Mark time of this attempt.
m_flConnectTime = net_time; // for retransmit requests
// Display appropriate message
if ( Q_strncmp(m_szRetryAddress, "localhost", 9) )
{
if ( m_nRetryNumber == 0 )
ConMsg ("Connecting to %s...\n", m_szRetryAddress);
else
ConMsg ("Retrying %s...\n", m_szRetryAddress);
}
// Fire an event when we attempt connection
if ( m_nRetryNumber == 0 )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "client_beginconnect" );
if ( event )
{
event->SetString( "address", m_szRetryAddress);
event->SetInt( "ip", adr.GetIPNetworkByteOrder() ); // <<< Network byte order?
event->SetInt( "port", adr.GetPort() );
//event->SetInt( "retry_number", m_nRetryNumber );
event->SetString( "source", m_sRetrySourceTag );
g_GameEventManager.FireEventClientSide( event );
}
}
m_nRetryNumber++;
// Request another challenge value.
{
ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
bf_write msg( msg_buffer, sizeof(msg_buffer) );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( A2S_GETCHALLENGE );
msg.WriteLong( m_retryChallenge );
msg.WriteString( "0000000000" ); // pad out
NET_SendPacket( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
}
bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet )
{
VPROF( "ProcessConnectionlessPacket" );
Assert( packet );
bf_read &msg = packet->message; // handy shortcut
int c = msg.ReadByte();
// ignoring a specific packet that DOTA2 broadcasts
if ( c == C2C_MOD )
return false;
char string[MAX_ROUTABLE_PAYLOAD];
netadr_t adrServerConnectingTo;
NET_StringToAdr ( m_szRetryAddress, &adrServerConnectingTo );
if ( ( packet->from.GetType() != NA_LOOPBACK ) && ( packet->from.GetIPNetworkByteOrder() != adrServerConnectingTo.GetIPNetworkByteOrder() ) )
{
if ( cl_show_connectionless_packet_warnings.GetBool() )
{
ConDMsg ( "Discarding connectionless packet ( CL '%c' ) from %s.\n", c, packet->from.ToString() );
}
return false;
}
switch ( c )
{
case S2C_CONNECTION: if ( m_nSignonState == SIGNONSTATE_CHALLENGE )
{
int myChallenge = msg.ReadLong();
if ( myChallenge != m_retryChallenge )
{
Msg( "Server connection did not have the correct challenge, ignoring.\n" );
return false;
}
// server accepted our connection request
FullConnect( packet->from );
}
break;
case S2C_CHALLENGE: // Response from getchallenge we sent to the server we are connecting to
// Blow it off if we are not connected.
if ( m_nSignonState == SIGNONSTATE_CHALLENGE )
{
int magicVersion = msg.ReadLong();
if ( magicVersion != S2C_MAGICVERSION )
{
COM_ExplainDisconnection( true, "#GameUI_ServerConnectOutOfDate" );
Disconnect( "#GameUI_ServerConnectOutOfDate", true );
return false;
}
int challenge = msg.ReadLong();
int myChallenge = msg.ReadLong();
if ( myChallenge != m_retryChallenge )
{
Msg( "Server challenge did not have the correct challenge, ignoring.\n" );
return false;
}
int authprotocol = msg.ReadLong();
uint64 unGSSteamID = 0;
bool bGSSecure = false;
if ( authprotocol == PROTOCOL_STEAM )
{
if ( msg.ReadShort() != 0 )
{
Msg( "Invalid Steam key size.\n" );
Disconnect( "Invalid Steam key size", true );
return false;
}
if ( msg.GetNumBytesLeft() > sizeof(unGSSteamID) )
{
if ( !msg.ReadBytes( &unGSSteamID, sizeof(unGSSteamID) ) )
{
Msg( "Invalid GS Steam ID.\n" );
Disconnect( "Invalid GS Steam ID", true );
return false;
}
bGSSecure = ( msg.ReadByte() == 1 );
}
// The host can disable access to secure servers if you load unsigned code (mods, plugins, hacks)
if ( bGSSecure && !Host_IsSecureServerAllowed() )
{
COM_ExplainDisconnection( true, "#GameUI_ServerInsecure" );
Disconnect( "#GameUI_ServerInsecure", true );
return false;
}
}
SendConnectPacket( challenge, authprotocol, unGSSteamID, bGSSecure );
}
break;
case S2C_CONNREJECT: if ( m_nSignonState == SIGNONSTATE_CHALLENGE ) // Spoofed?
{
int myChallenge = msg.ReadLong();
if ( myChallenge != m_retryChallenge )
{
Msg( "Received connection rejection that didn't match my challenge, ignoring.\n" );
return false;
}
msg.ReadString( string, sizeof(string) );
// Force failure dialog to come up now.
COM_ExplainDisconnection( true, "%s", string );
Disconnect( string, true );
// Host_Disconnect();
}
break;
// Unknown?
default:
// Otherwise, don't do anything.
if ( cl_show_connectionless_packet_warnings.GetBool() )
{
ConDMsg ( "Bad connectionless packet ( CL '%c' ) from %s.\n", c, packet->from.ToString() );
}
return false;
}
return true;
}
bool CBaseClientState::ProcessTick( NET_Tick *msg )
{
VPROF( "ProcessTick" );
m_NetChannel->SetRemoteFramerate( msg->m_flHostFrameTime, msg->m_flHostFrameTimeStdDeviation );
// Note: CClientState separates the client and server clock states and drifts
// the client's clock to match the server's, but right here, we keep the two clocks in sync.
SetClientTickCount( msg->m_nTick );
SetServerTickCount( msg->m_nTick );
if ( m_StringTableContainer )
{
m_StringTableContainer->SetTick( GetServerTickCount() );
}
return (GetServerTickCount()>0);
}
void CBaseClientState::SendStringCmd(const char * command)
{
if ( m_NetChannel)
{
NET_StringCmd stringCmd( command );
m_NetChannel->SendNetMsg( stringCmd );
}
}
bool CBaseClientState::ProcessStringCmd( NET_StringCmd *msg )
{
VPROF( "ProcessStringCmd" );
// Don't restrict commands from the server in single player or if cl_restrict_stuffed_commands is 0.
if ( !m_bRestrictServerCommands || sv.IsActive() )
{
Cbuf_AddText ( msg->m_szCommand );
return true;
}
// Check that we can add the two execution markers
if ( !Cbuf_HasRoomForExecutionMarkers( 2 ) )
{
AssertMsg( false, "CBaseClientState::ProcessStringCmd called but there is no room for the execution markers. Ignoring command." );
return true;
}
// Run the command, but make sure the command parser knows to only execute commands marked with FCVAR_SERVER_CAN_EXECUTE.
Cbuf_AddTextWithMarkers( eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE, msg->m_szCommand, eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE );
return true;
}
bool CBaseClientState::ProcessSetConVar( NET_SetConVar *msg )
{
VPROF( "ProcessSetConVar" );
// Never process on local client, since the ConVar is directly linked here
if ( m_NetChannel->IsLoopback() )
return true;
for ( int i=0; i<msg->m_ConVars.Count(); i++ )
{
const char *name = msg->m_ConVars[i].name;
const char *value = msg->m_ConVars[i].value;
// De-constify
ConVarRef var( name );
if ( !var.IsValid() )
{
ConMsg( "SetConVar: No such cvar ( %s set to %s), skipping\n",
name, value );
continue;
}
// Make sure server is only setting replicated game ConVars
if ( !var.IsFlagSet( FCVAR_REPLICATED ) )
{
ConMsg( "SetConVar: Can't set server cvar %s to %s, not marked as FCVAR_REPLICATED on client\n",
name, value );
continue;
}
// Set value directly ( don't call through cv->DirectSet!!! )
if ( !sv.IsActive() )
{
var.SetValue( value );
DevMsg( "SetConVar: %s = \"%s\"\n", name, value );
}
}
return true;
}
bool CBaseClientState::ProcessSignonState( NET_SignonState *msg )
{
VPROF( "ProcessSignonState" );
return SetSignonState( msg->m_nSignonState, msg->m_nSpawnCount ) ;
}
bool CBaseClientState::ProcessPrint( SVC_Print *msg )
{
VPROF( "ProcessPrint" );
ConMsg( "%s", msg->m_szText );
return true;
}
bool CBaseClientState::ProcessMenu( SVC_Menu *msg )
{
VPROF( "ProcessMenu" );
#if !defined(SWDS)
PluginHelpers_Menu( msg );
#endif
return true;
}
bool CBaseClientState::ProcessServerInfo( SVC_ServerInfo *msg )
{
VPROF( "ProcessServerInfo" );
#ifndef SWDS
EngineVGui()->UpdateProgressBar(PROGRESS_PROCESSSERVERINFO);
#endif
COM_TimestampedLog( " CBaseClient::ProcessServerInfo" );
if ( msg->m_nProtocol != PROTOCOL_VERSION
#if defined( DEMO_BACKWARDCOMPATABILITY ) && (! defined( SWDS ) )
&& !( demoplayer->IsPlayingBack() && msg->m_nProtocol >= PROTOCOL_VERSION_12 )
#endif
)
{
ConMsg ( "Server returned version %i, expected %i.\n", msg->m_nProtocol, PROTOCOL_VERSION );
return false;
}
// Parse servercount (i.e., # of servers spawned since server .exe started)
// So that we can detect new server startup during download, etc.
m_nServerCount = msg->m_nServerCount;
m_nMaxClients = msg->m_nMaxClients;
m_nServerClasses = msg->m_nMaxClasses;
m_nServerClassBits = Q_log2( m_nServerClasses ) + 1;
if ( m_nMaxClients < 1 || m_nMaxClients > ABSOLUTE_PLAYER_LIMIT )
{
ConMsg ("Bad maxclients (%u) from server.\n", m_nMaxClients);
return false;
}
if ( m_nServerClasses < 1 || m_nServerClasses > MAX_SERVER_CLASSES )
{
ConMsg ("Bad maxclasses (%u) from server.\n", m_nServerClasses);
return false;
}
#ifndef SWDS
if ( !sv.IsActive() &&
!( m_NetChannel->IsLoopback() || m_NetChannel->IsNull() ) )
{
// if you are joing a remote server it MUST be multipler and have maxplayer set to more than 1
// this prevents a spoofed ServerInfo packet from making the client think its in singleplayer
// and turning off a bunch of security checks
if ( m_nMaxClients <= 1 )
{
ConMsg ("Bad maxclients (%u) from server.\n", m_nMaxClients);
return false;
}
// reset server enforced cvars
g_pCVar->RevertFlaggedConVars( FCVAR_REPLICATED );
// Cheats were disabled; revert all cheat cvars to their default values.
// This must be done heading into multiplayer games because people can play
// demos etc and set cheat cvars with sv_cheats 0.
g_pCVar->RevertFlaggedConVars( FCVAR_CHEAT );
DevMsg( "FCVAR_CHEAT cvars reverted to defaults.\n" );
}
#endif
// clear all baselines still around from last game
FreeEntityBaselines();
// force changed flag to being reset
g_GameEventManager.HasClientListenersChanged( true );
m_nPlayerSlot = msg->m_nPlayerSlot;
m_nViewEntity = m_nPlayerSlot + 1;
if ( msg->m_fTickInterval < MINIMUM_TICK_INTERVAL ||
msg->m_fTickInterval > MAXIMUM_TICK_INTERVAL )
{
ConMsg ("Interval_per_tick %f out of range [%f to %f]\n",
msg->m_fTickInterval, MINIMUM_TICK_INTERVAL, MAXIMUM_TICK_INTERVAL );
return false;
}
if ( !COM_CheckGameDirectory( msg->m_szGameDir ) )
{
return false;
}
Q_strncpy( m_szLevelBaseName, msg->m_szMapName, sizeof( m_szLevelBaseName ) );
#if !defined(SWDS)
audiosourcecache->LevelInit( m_szLevelBaseName );
#endif
ConVarRef skyname( "sv_skyname" );
if ( skyname.IsValid() )
{
skyname.SetValue( msg->m_szSkyName );
}
m_nDeltaTick = -1; // no valid snapshot for this game yet
// fire a client side event about server data
IGameEvent *event = g_GameEventManager.CreateEvent( "server_spawn" );
if ( event )
{
event->SetString( "hostname", msg->m_szHostName );
event->SetString( "address", m_NetChannel->GetRemoteAddress().ToString( true ) );
event->SetInt( "ip", m_NetChannel->GetRemoteAddress().GetIPNetworkByteOrder() ); // <<< Network byte order?
event->SetInt( "port", m_NetChannel->GetRemoteAddress().GetPort() );
event->SetString( "game", msg->m_szGameDir );
event->SetString( "mapname", msg->m_szMapName );
event->SetInt( "maxplayers", msg->m_nMaxClients );
event->SetInt( "password", 0 ); // TODO
event->SetString( "os", va("%c", toupper( msg->m_cOS ) ) );
event->SetInt( "dedicated", msg->m_bIsDedicated ? 1 : 0 );
if ( m_ulGameServerSteamID != 0 )
{
event->SetString( "steamid", CSteamID(m_ulGameServerSteamID).Render() );
}
g_GameEventManager.FireEventClientSide( event );
}
// Set default filename, but this is finalized by ClientState later, so it should not be depended on yet. See PrepareLevelResources call
Host_DefaultMapFileName( msg->m_szMapName, m_szLevelFileName, sizeof( m_szLevelFileName ) );
COM_TimestampedLog( " CBaseClient::ProcessServerInfo(done)" );
return true;
}
bool CBaseClientState::ProcessSendTable( SVC_SendTable *msg )
{
VPROF( "ProcessSendTable" );
if ( !RecvTable_RecvClassInfos( &msg->m_DataIn, msg->m_bNeedsDecoder ) )
{
Host_EndGame(true, "ProcessSendTable: RecvTable_RecvClassInfos failed.\n" );
return false;
}
return true;
}
bool CBaseClientState::ProcessClassInfo( SVC_ClassInfo *msg )
{
VPROF( "ProcessClassInfo" );
COM_TimestampedLog( " CBaseClient::ProcessClassInfo" );
if ( msg->m_bCreateOnClient )
{
ConMsg ( "Can't create class tables.\n");
Assert( 0 );
return false;
}
if( m_pServerClasses )
{
delete [] m_pServerClasses;
}
m_nServerClasses = msg->m_Classes.Count();
m_pServerClasses = new C_ServerClassInfo[m_nServerClasses];
if ( !m_pServerClasses )
{
Host_EndGame(true, "ProcessClassInfo: can't allocate %d C_ServerClassInfos.\n", m_nServerClasses);
return false;
}
// copy class names and class IDs from message to CClientState
for (int i=0; i<m_nServerClasses; i++)
{
SVC_ClassInfo::class_t * svclass = &msg->m_Classes[ i ];
if( svclass->classID >= m_nServerClasses )
{
Host_EndGame(true, "ProcessClassInfo: invalid class index (%d).\n", svclass->classID);
return false;
}
C_ServerClassInfo * svclassinfo = &m_pServerClasses[svclass->classID];
int len = Q_strlen(svclass->classname) + 1;
svclassinfo->m_ClassName = new char[ len ];
Q_strncpy( svclassinfo->m_ClassName, svclass->classname, len );
len = Q_strlen(svclass->datatablename) + 1;
svclassinfo->m_DatatableName = new char[ len ];
Q_strncpy( svclassinfo->m_DatatableName,svclass->datatablename, len );
}
COM_TimestampedLog( " CBaseClient::ProcessClassInfo(done)" );
return LinkClasses(); // link server and client classes
}
bool CBaseClientState::ProcessSetPause( SVC_SetPause *msg )
{
VPROF( "ProcessSetPause" );
m_bPaused = msg->m_bPaused;
return true;
}
bool CBaseClientState::ProcessSetPauseTimed( SVC_SetPauseTimed *msg )
{
VPROF( "ProcessSetPauseTimed" );
m_bPaused = msg->m_bPaused;
m_flPausedExpireTime = msg->m_flExpireTime;
return true;
}
bool CBaseClientState::ProcessCreateStringTable( SVC_CreateStringTable *msg )
{
VPROF( "ProcessCreateStringTable" );
#ifndef SWDS
EngineVGui()->UpdateProgressBar(PROGRESS_PROCESSSTRINGTABLE);
#endif
COM_TimestampedLog( " CBaseClient::ProcessCreateStringTable(%s)", msg->m_szTableName );
m_StringTableContainer->AllowCreation( true );
int startbit = msg->m_DataIn.GetNumBitsRead();
#ifndef SHARED_NET_STRING_TABLES
CNetworkStringTable *table = (CNetworkStringTable*)
m_StringTableContainer->CreateStringTableEx( msg->m_szTableName, msg->m_nMaxEntries, msg->m_nUserDataSize, msg->m_nUserDataSizeBits, msg->m_bIsFilenames );
Assert ( table );
table->SetTick( GetServerTickCount() ); // set creation tick
HookClientStringTable( msg->m_szTableName );
if ( msg->m_bDataCompressed )
{
unsigned int msgUncompressedSize = msg->m_DataIn.ReadLong();
unsigned int msgCompressedSize = msg->m_DataIn.ReadLong();
unsigned int uncompressedSize = msgUncompressedSize;
/// XXX(JohnS): 11/08/2016 - The PAD_NUMBER() call below was overflowing on UINT32_MAX-3 values. Enforcing
// resource-usage limits at this level is a lost cause without a massive overhaul, but clamp these
// to somewhat reasonable ranges to prevent overflows with less-audited code in the engine.
bool bSuccess = false;
if ( msg->m_DataIn.TotalBytesAvailable() > 0 &&
msgCompressedSize <= (unsigned int)msg->m_DataIn.TotalBytesAvailable() &&
msgCompressedSize < UINT_MAX/2 &&
msgUncompressedSize < UINT_MAX/2 )
{
// allocate buffer for uncompressed data, align to 4 bytes boundary
char *uncompressedBuffer = new char[PAD_NUMBER( msgUncompressedSize, 4 )];
char *compressedBuffer = new char[PAD_NUMBER( msgCompressedSize, 4 )];
msg->m_DataIn.ReadBits( compressedBuffer, msgCompressedSize * 8 );
// uncompress data
bSuccess = COM_BufferToBufferDecompress( uncompressedBuffer, &uncompressedSize, compressedBuffer, msgCompressedSize );
bSuccess &= ( uncompressedSize == msgUncompressedSize );
if ( bSuccess )
{
bf_read data( uncompressedBuffer, uncompressedSize );
table->ParseUpdate( data, msg->m_nNumEntries );
}
delete[] uncompressedBuffer;
delete[] compressedBuffer;
}
if ( !bSuccess )
{
Assert( false );
Warning("Malformed message in CBaseClientState::ProcessCreateStringTable\n");
}
}
else
{
table->ParseUpdate( msg->m_DataIn, msg->m_nNumEntries );
}
#endif
m_StringTableContainer->AllowCreation( false );
int endbit = msg->m_DataIn.GetNumBitsRead();
COM_TimestampedLog( " CBaseClient::ProcessCreateStringTable(%s)-done", msg->m_szTableName );
return ( endbit - startbit ) == msg->m_nLength;
}
bool CBaseClientState::ProcessUpdateStringTable( SVC_UpdateStringTable *msg )
{
VPROF( "ProcessUpdateStringTable" );
int startbit = msg->m_DataIn.GetNumBitsRead();
#ifndef SHARED_NET_STRING_TABLES
//m_StringTableContainer is NULL on level transitions, Seems to be caused by a UpdateStringTable packet comming in before the ServerInfo packet
// I'm not sure this is safe, but at least we won't crash. The realy odd thing is this can happen on the server as well.//tmauer
if(m_StringTableContainer != NULL)
{
CNetworkStringTable *table = (CNetworkStringTable*)
m_StringTableContainer->GetTable( msg->m_nTableID );
table->ParseUpdate( msg->m_DataIn, msg->m_nChangedEntries );
}
else
{
Warning("m_StringTableContainer is NULL in CBaseClientState::ProcessUpdateStringTable\n");
}
#endif
int endbit = msg->m_DataIn.GetNumBitsRead();
return ( endbit - startbit ) == msg->m_nLength;
}
bool CBaseClientState::ProcessSetView( SVC_SetView *msg )
{
VPROF( "ProcessSetView" );
m_nViewEntity = msg->m_nEntityIndex;
return true;
}
bool CBaseClientState::ProcessPacketEntities( SVC_PacketEntities *msg )
{
VPROF( "ProcessPacketEntities" );
// First update is the final signon stage where we actually receive an entity (i.e., the world at least)
if ( m_nSignonState < SIGNONSTATE_SPAWN )
{
ConMsg("Received packet entities while connecting!\n");
return false;
}
if ( m_nSignonState == SIGNONSTATE_SPAWN )
{
if ( !msg->m_bIsDelta )
{
// We are done with signon sequence.
SetSignonState( SIGNONSTATE_FULL, m_nServerCount );
}
else
{
ConMsg("Received delta packet entities while spawing!\n");
return false;
}
}
// overwrite a -1 delta_tick only if packet was uncompressed
if ( (m_nDeltaTick >= 0) || !msg->m_bIsDelta )
{
// we received this snapshot successfully, now this is our delta reference
m_nDeltaTick = GetServerTickCount();
}
return true;
}
void CBaseClientState::ReadPacketEntities( CEntityReadInfo &u )
{
VPROF( "ReadPacketEntities" );
// Loop until there are no more entities to read
u.NextOldEntity();
while ( u.m_UpdateType < Finished )
{
u.m_nHeaderCount--;
u.m_bIsEntity = ( u.m_nHeaderCount >= 0 ) ? true : false;
if ( u.m_bIsEntity )
{
CL_ParseDeltaHeader( u );
}
u.m_UpdateType = PreserveEnt;
while( u.m_UpdateType == PreserveEnt )
{
// Figure out what kind of an update this is.
if( CL_DetermineUpdateType( u ) )
{
switch( u.m_UpdateType )
{
case EnterPVS: ReadEnterPVS( u );
break;
case LeavePVS: ReadLeavePVS( u );
break;
case DeltaEnt: ReadDeltaEnt( u );
break;
case PreserveEnt: ReadPreserveEnt( u );
break;
default: DevMsg(1, "ReadPacketEntities: unknown updatetype %i\n", u.m_UpdateType );
break;
}
}
}
}
// Now process explicit deletes
if ( u.m_bAsDelta && u.m_UpdateType == Finished )
{
ReadDeletions( u );
}
// Something didn't parse...
if ( u.m_pBuf->IsOverflowed() )
{
Host_Error ( "CL_ParsePacketEntities: buffer read overflow\n" );
}
// If we get an uncompressed packet, then the server is waiting for us to ack the validsequence
// that we got the uncompressed packet on. So we stop reading packets here and force ourselves to
// send the clc_move on the next frame.
if ( !u.m_bAsDelta )
{
m_flNextCmdTime = 0.0; // answer ASAP to confirm full update tick
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pHead -
// *pClassName -
// Output : static ClientClass*
//-----------------------------------------------------------------------------
ClientClass* CBaseClientState::FindClientClass(const char *pClassName)
{
if ( !pClassName )
return NULL;
for(ClientClass *pCur=ClientDLL_GetAllClasses(); pCur; pCur=pCur->m_pNext)
{
if( Q_stricmp(pCur->m_pNetworkName, pClassName) == 0)
return pCur;
}
return NULL;
}
bool CBaseClientState::LinkClasses()
{
// // Verify that we have received info about all classes.
// for ( int i=0; i < m_nServerClasses; i++ )
// {
// if ( !m_pServerClasses[i].m_DatatableName )
// {
// Host_EndGame(true, "CL_ParseClassInfo_EndClasses: class %d not initialized.\n", i);
// return false;
// }
// }
// Match the server classes to the client classes.
for ( int i=0; i < m_nServerClasses; i++ )
{
C_ServerClassInfo *pServerClass = &m_pServerClasses[i];
if ( !pServerClass->m_DatatableName )
continue;
// (this can be null in which case we just use default behavior).
pServerClass->m_pClientClass = FindClientClass(pServerClass->m_ClassName);
if ( pServerClass->m_pClientClass )
{
// If the class names match, then their datatables must match too.
// It's ok if the client is missing a class that the server has. In that case,
// if the server actually tries to use it, the client will bomb out.
const char *pServerName = pServerClass->m_DatatableName;
const char *pClientName = pServerClass->m_pClientClass->m_pRecvTable->GetName();
if ( Q_stricmp( pServerName, pClientName ) != 0 )
{
Host_EndGame( true, "CL_ParseClassInfo_EndClasses: server and client classes for '%s' use different datatables (server: %s, client: %s)",
pServerClass->m_ClassName, pServerName, pClientName );
return false;
}
// copy class ID
pServerClass->m_pClientClass->m_ClassID = i;
}
else
{
Msg( "Client missing DT class %s\n", pServerClass->m_ClassName );
}
}
return true;
}
PackedEntity *CBaseClientState::GetEntityBaseline(int iBaseline, int nEntityIndex)
{
Assert( (iBaseline == 0) || (iBaseline == 1) );
return m_pEntityBaselines[iBaseline][nEntityIndex];
}
void CBaseClientState::FreeEntityBaselines()
{
for ( int i=0; i<2; i++ )
{
for ( int j=0; j<MAX_EDICTS; j++ )
if ( m_pEntityBaselines[i][j] )
{
delete m_pEntityBaselines[i][j];
m_pEntityBaselines[i][j] = NULL;
}
}
}
void CBaseClientState::SetEntityBaseline(int iBaseline, ClientClass *pClientClass, int index, char *packedData, int length)
{
VPROF( "CBaseClientState::SetEntityBaseline" );
Assert( index >= 0 && index < MAX_EDICTS );
Assert( pClientClass );
Assert( (iBaseline == 0) || (iBaseline == 1) );
PackedEntity *entitybl = m_pEntityBaselines[iBaseline][index];
if ( !entitybl )
{
entitybl = m_pEntityBaselines[iBaseline][index] = new PackedEntity();
}
entitybl->m_pClientClass = pClientClass;
entitybl->m_nEntityIndex = index;
entitybl->m_pServerClass = NULL;
// Copy out the data we just decoded.
entitybl->AllocAndCopyPadded( packedData, length );
}
void CBaseClientState::CopyEntityBaseline( int iFrom, int iTo )
{
Assert ( iFrom != iTo );
for ( int i=0; i<MAX_EDICTS; i++ )
{
PackedEntity *blfrom = m_pEntityBaselines[iFrom][i];
PackedEntity *blto = m_pEntityBaselines[iTo][i];
if( !blfrom )
{
// make sure blto doesn't exists
if ( blto )
{
// ups, we already had this entity but our ack got lost
// we have to remove it again to stay in sync
delete m_pEntityBaselines[iTo][i];
m_pEntityBaselines[iTo][i] = NULL;
}
continue;
}
if ( !blto )
{
// create new to baseline if none existed before
blto = m_pEntityBaselines[iTo][i] = new PackedEntity();
blto->m_pClientClass = NULL;
blto->m_pServerClass = NULL;
blto->m_ReferenceCount = 0;
}
Assert( blfrom->m_nEntityIndex == i );
Assert( !blfrom->IsCompressed() );
blto->m_nEntityIndex = blfrom->m_nEntityIndex;
blto->m_pClientClass = blfrom->m_pClientClass;
blto->m_pServerClass = blfrom->m_pServerClass;
blto->AllocAndCopyPadded( blfrom->GetData(), blfrom->GetNumBytes() );
}
}
ClientClass *CBaseClientState::GetClientClass( int index )
{
Assert( index < m_nServerClasses );
return m_pServerClasses[index].m_pClientClass;
}
bool CBaseClientState::GetClassBaseline( int iClass, void const **pData, int *pDatalen )
{
ErrorIfNot(
iClass >= 0 && iClass < m_nServerClasses,
("GetDynamicBaseline: invalid class index '%d'", iClass) );
// We lazily update these because if you connect to a server that's already got some dynamic baselines,
// you'll get the baselines BEFORE you get the class descriptions.
C_ServerClassInfo *pInfo = &m_pServerClasses[iClass];
INetworkStringTable *pBaselineTable = GetStringTable( INSTANCE_BASELINE_TABLENAME );
ErrorIfNot( pBaselineTable != NULL, ("GetDynamicBaseline: NULL baseline table" ) );
if ( pInfo->m_InstanceBaselineIndex == INVALID_STRING_INDEX )
{
// The key is the class index string.
char str[64];
Q_snprintf( str, sizeof( str ), "%d", iClass );
pInfo->m_InstanceBaselineIndex = pBaselineTable->FindStringIndex( str );
if ( pInfo->m_InstanceBaselineIndex == INVALID_STRING_INDEX )
{
for (int i = 0; i < pBaselineTable->GetNumStrings(); ++i )
{
DevMsg( "%i: %s\n", i, pBaselineTable->GetString( i ) );
}
// Gets a callstack, whereas ErrorIfNot(), does not.
Assert( 0 );
}
ErrorIfNot(
pInfo->m_InstanceBaselineIndex != INVALID_STRING_INDEX,
("GetDynamicBaseline: FindStringIndex(%s-%s) failed.", str, pInfo->m_ClassName );
);
}
*pData = pBaselineTable->GetStringUserData( pInfo->m_InstanceBaselineIndex, pDatalen );
return *pData != NULL;
}
bool CBaseClientState::ProcessGameEventList( SVC_GameEventList *msg )
{
VPROF( "ProcessGameEventList" );
return g_GameEventManager.ParseEventList( msg );
}
bool CBaseClientState::ProcessGetCvarValue( SVC_GetCvarValue *msg )
{
VPROF( "ProcessGetCvarValue" );
// Prepare the response.
CLC_RespondCvarValue returnMsg;
returnMsg.m_iCookie = msg->m_iCookie;
returnMsg.m_szCvarName = msg->m_szCvarName;
returnMsg.m_szCvarValue = "";
returnMsg.m_eStatusCode = eQueryCvarValueStatus_CvarNotFound;
char tempValue[256];
// Does any ConCommand exist with this name?
const ConVar *pVar = g_pCVar->FindVar( msg->m_szCvarName );
if ( pVar )
{
if ( pVar->IsFlagSet( FCVAR_SERVER_CANNOT_QUERY ) )
{
// The server isn't allowed to query this.
returnMsg.m_eStatusCode = eQueryCvarValueStatus_CvarProtected;
}
else
{
returnMsg.m_eStatusCode = eQueryCvarValueStatus_ValueIntact;
if ( pVar->IsFlagSet( FCVAR_NEVER_AS_STRING ) )
{
// The cvar won't store a string, so we have to come up with a string for it ourselves.
if ( fabs( pVar->GetFloat() - pVar->GetInt() ) < 0.001f )
{
Q_snprintf( tempValue, sizeof( tempValue ), "%d", pVar->GetInt() );
}
else
{
Q_snprintf( tempValue, sizeof( tempValue ), "%f", pVar->GetFloat() );
}
returnMsg.m_szCvarValue = tempValue;
}
else
{
// The easy case..
returnMsg.m_szCvarValue = pVar->GetString();
}
}
}
else
{
if ( g_pCVar->FindCommand( msg->m_szCvarName ) )
returnMsg.m_eStatusCode = eQueryCvarValueStatus_NotACvar; // It's a command, not a cvar.
else
returnMsg.m_eStatusCode = eQueryCvarValueStatus_CvarNotFound;
}
// Send back.
m_NetChannel->SendNetMsg( returnMsg );
return true;
}
// Returns dem file protocol version, or, if not playing a demo, just returns PROTOCOL_VERSION
int CBaseClientState::GetDemoProtocolVersion() const
{
#ifndef SWDS // why is demo play undefined? it shuold be fine on a dedicated server
if ( demoplayer->IsPlayingBack() )
{
return demoplayer->GetProtocolVersion();
}
#endif
return PROTOCOL_VERSION;
}
bool CBaseClientState::ProcessCmdKeyValues( SVC_CmdKeyValues *msg )
{
return true;
}
bool CBaseClientState::IsClientConnectionViaMatchMaking( void )
{
return ( V_strnistr( cl_connectmethod.GetString(), "quickplay", 9 ) || V_strnistr( cl_connectmethod.GetString(), "matchmaking", 11 ) );
}