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:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
// support QueryPerformanceCounter
#if defined(_WIN32) && !defined(_X360)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "quakedef.h"
#include "zone.h"
#include "tier0/vcrmode.h"
#include "demo.h"
#include "filesystem.h"
#include "filesystem_engine.h"
#include "eiface.h"
#include "server.h"
#include "sys.h"
#include "baseautocompletefilelist.h"
#include "tier0/icommandline.h"
#include "tier1/utlbuffer.h"
#include "gl_cvars.h"
#include "tier0/memalloc.h"
#include "netmessages.h"
#include "client.h"
#include "sv_plugin.h"
#include "tier1/CommandBuffer.h"
#include "cvar.h"
#include "vstdlib/random.h"
#include "tier1/utldict.h"
#include "tier0/etwprof.h"
#include "tier0/vprof.h"
#include "gl_matsysiface.h" // update materialsystem config
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// This denotes an execution marker in the command stream.
#define CMDSTR_ADD_EXECUTION_MARKER "[$&*,`]"
#ifdef _DEBUG
ConVar cl_debug_respect_cheat_vars( "cl_debug_respect_cheat_vars", "0", 0, "(debug builds only) - when set to 0, the client can change cheat vars." );
#endif
extern ConVar sv_allow_wait_command;
#define MAX_ALIAS_NAME 32
#define MAX_COMMAND_LENGTH 1024
struct cmdalias_t
{
cmdalias_t *next;
char name[ MAX_ALIAS_NAME ];
char *value;
};
static cmdalias_t *cmd_alias = NULL;
static CCommandBuffer s_CommandBuffer;
static CThreadFastMutex s_CommandBufferMutex;
#define LOCK_COMMAND_BUFFER() AUTO_LOCK(s_CommandBufferMutex)
static FileAssociationInfo g_FileAssociations[] =
{
{ ".dem", "playdemo" },
{ ".sav", "load" },
{ ".bsp", "map" },
};
int g_iFilterCommandsByServerCanExecute = 0; // If this is nonzero, then they want us to only run commands marked with FCVAR_SERVER_CAN_EXECUTE.
int g_iFilterCommandsByClientCmdCanExecute = 0; // If this is nonzero, then they want us to only run commands marked with FCVAR_CLIENTCMD_CAN_EXECUTE.
// This is a list of cvars that are in the client DLL that we want FCVAR_CLIENTCMD_CAN_EXECUTE set on.
// In order to avoid patching the client DLL, we setup this list. Whenever the client DLL has gone out with the
// FCVAR_CLIENTCMD_CAN_EXECUTE flag set, we can get rid of this list.
CUtlDict<int,int> g_ExtraClientCmdCanExecuteCvars;
void Cmd_AddClientCmdCanExecuteVar( const char *pName )
{
if ( g_ExtraClientCmdCanExecuteCvars.Find( pName ) == g_ExtraClientCmdCanExecuteCvars.InvalidIndex() )
g_ExtraClientCmdCanExecuteCvars.Insert( pName );
}
//=============================================================================
// These functions manage a list of execution markers that we use to verify
// special commands in the command buffer.
//=============================================================================
static CUtlVector<int> g_ExecutionMarkers;
static CUniformRandomStream g_ExecutionMarkerStream;
static bool g_bExecutionMarkerStreamInitialized = false;
static int CreateExecutionMarker()
{
if ( !g_bExecutionMarkerStreamInitialized )
{
int iSeed;
if ( IsPosix() )
{
float flFloatTime = (float)Plat_FloatTime();
iSeed = *(int*)(&flFloatTime);
}
else
{
#if defined(_WIN32) && !defined(_X360)
LARGE_INTEGER CurrentTime;
QueryPerformanceCounter( &CurrentTime );
iSeed = CurrentTime.LowPart ^ CurrentTime.HighPart;
#else
float flFloatTime = (float)Plat_FloatTime();
iSeed = *(int*)(&flFloatTime);
#endif
}
g_ExecutionMarkerStream.SetSeed( iSeed );
g_bExecutionMarkerStreamInitialized = true;
}
if ( g_ExecutionMarkers.Count() >= MAX_EXECUTION_MARKERS )
{
// Callers to this function should call Cbuf_HasRoomForExecutionMarkers first.
Host_Error( "CreateExecutionMarker called, but the max has already been reached." );
}
int nRandomNumber;
int nIndex = g_ExecutionMarkers.InvalidIndex();
// Pick a random number that doesn't already exist in the list
do
{
// We don't have CCrypto :(
// if ( CCrypto::GenerateRandomBlock( (uint8 *)&nRandomNumber, sizeof(nRandomNumber) ) )
// {
// nRandomNumber = nRandomNumber & 0x7FFFFFFF;
// }
// else
// {
nRandomNumber = g_ExecutionMarkerStream.RandomInt( 0, 1<<30 );
// }
nIndex = g_ExecutionMarkers.Find( nRandomNumber );
} while ( nIndex != g_ExecutionMarkers.InvalidIndex() );
int i = g_ExecutionMarkers.AddToTail( nRandomNumber );
return g_ExecutionMarkers[i];
}
static bool FindAndRemoveExecutionMarker( int iCode )
{
int i = g_ExecutionMarkers.Find( iCode );
if ( i == g_ExecutionMarkers.InvalidIndex() )
return false;
g_ExecutionMarkers.Remove( i );
return true;
}
//-----------------------------------------------------------------------------
// Used to allow cheats even if cheats aren't theoretically allowed
//-----------------------------------------------------------------------------
static bool g_bRPTActive = false;
void Cmd_SetRptActive( bool bActive )
{
g_bRPTActive = bActive;
}
bool Cmd_IsRptActive()
{
return g_bRPTActive;
}
//=============================================================================
//-----------------------------------------------------------------------------
// Just translates BindToggle <key> <cvar> into: bind <key> "increment var <cvar> 0 1 1"
//-----------------------------------------------------------------------------
CON_COMMAND( BindToggle, "Performs a bind <key> \"increment var <cvar> 0 1 1\"" )
{
if( args.ArgC() <= 2 )
{
ConMsg( "BindToggle <key> <cvar>: invalid syntax specified\n" );
return;
}
char newCmd[MAX_COMMAND_LENGTH];
Q_snprintf( newCmd, sizeof(newCmd), "bind %s \"incrementvar %s 0 1 1\"\n", args[1], args[2] );
Cbuf_InsertText( newCmd );
}
CON_COMMAND_F( PerfMark, "inserts a telemetry marker into the stream. If args are provided, they will be included.", FCVAR_NONE )
{
// Nothing to do, we had our message written out by Cbuf_ExecuteCommand.
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
void Cbuf_Init()
{
// Wait for 1 execute time
s_CommandBuffer.SetWaitDelayTime( 1 );
}
void Cbuf_Shutdown()
{
}
//-----------------------------------------------------------------------------
// Clears the command buffer
//-----------------------------------------------------------------------------
void Cbuf_Clear()
{
Cbuf_Init();
}
//-----------------------------------------------------------------------------
// Adds command text at the end of the buffer
//-----------------------------------------------------------------------------
void Cbuf_AddText( const char *pText )
{
LOCK_COMMAND_BUFFER();
if ( !s_CommandBuffer.AddText( pText ) )
{
ConMsg( "Cbuf_AddText: buffer overflow\n" );
}
}
//-----------------------------------------------------------------------------
// Escape an argument for a command. This *can* fail as many characters cannot
// actually be passed through the old command syntax...
//-----------------------------------------------------------------------------
bool Cbuf_EscapeCommandArg( const char *pText, char *pOut, unsigned int nOut )
{
// Okay, so, to be honest, all we can do with the super limited syntax is ensure we don't have quotes or control
// characters, and then wrap the string in quotes. Hence escape *argument*. Anything more advanced than that is just
// not allowable.
if ( !pText || !*pText )
return false;
for (const char *pChar = pText; pChar && *pChar; pChar++ )
{
// ASCII control characters (codepoints <= 31) are just not sane to pass to this system. This includes \n and
// \r.
if ( *pChar <= (char)31 )
return false;
// Can't quote these with current syntax.
if ( *pChar == '"' )
return false;
}
// Room for quotes+null in out?
if ( !pOut || nOut < (unsigned int)V_strlen( pText ) + 3 )
return false;
V_snprintf( pOut, nOut, "\"%s\"", pText );
return true;
}
//-----------------------------------------------------------------------------
// Adds command text at the beginning of the buffer
//-----------------------------------------------------------------------------
void Cbuf_InsertText( const char *pText )
{
LOCK_COMMAND_BUFFER();
// NOTE: This operation is only allowed when the command buffer
// is in the middle of processing. If this assertion never triggers,
// it's safe to eliminate Cbuf_InsertText altogether.
// Otherwise, I have to add a feature to CCommandBuffer
Assert( s_CommandBuffer.IsProcessingCommands() );
Cbuf_AddText( pText );
}
bool Cbuf_AddExecutionMarker( ECmdExecutionMarker marker, const char *pszMarkerCode )
{
if ( marker == eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE )
{
s_CommandBuffer.SetWaitEnabled( false );
}
else if ( marker == eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE )
{
s_CommandBuffer.SetWaitEnabled( true );
}
return s_CommandBuffer.AddText( pszMarkerCode );
}
bool Cbuf_AddTextWithMarkers( ECmdExecutionMarker markerLeft, const char *text, ECmdExecutionMarker markerRight )
{
if ( !Cbuf_HasRoomForExecutionMarkers( 2 ) )
{
ConMsg( "Cbuf_AddTextWithMarkers: execution marker overflow\n" );
return false;
}
int iMarkerCodeLeft = CreateExecutionMarker();
int iMarkerCodeRight = CreateExecutionMarker();
// CMDCHAR_ADD_EXECUTION_MARKER tells us there's a special execution thing here.
// (char)marker tells it what to turn on
// iRandomCode is for security, so only our code can stuff this command into the buffer.
char szMarkerLeft[512], szMarkerRight[512];
V_sprintf_safe( szMarkerLeft, ";%s %c %d;", CMDSTR_ADD_EXECUTION_MARKER, (char)markerLeft, iMarkerCodeLeft );
V_sprintf_safe( szMarkerRight, ";%s %c %d;", CMDSTR_ADD_EXECUTION_MARKER, (char)markerRight, iMarkerCodeRight );
// Due to the behavior of the command buffer, we may be over-estimating the amount of space required.
int cTextToBeAdded = strlen( szMarkerLeft ) + strlen( szMarkerRight ) + strlen( text ) + 3;
LOCK_COMMAND_BUFFER();
if ( s_CommandBuffer.GetArgumentBufferSize() + cTextToBeAdded + 1 > s_CommandBuffer.GetMaxArgumentBufferSize() )
{
// cleanup
FindAndRemoveExecutionMarker( iMarkerCodeLeft );
FindAndRemoveExecutionMarker( iMarkerCodeRight );
ConMsg( "Cbuf_AddTextWithMarkers: buffer overflow\n" );
return false;
}
bool bSuccess = Cbuf_AddExecutionMarker( markerLeft, szMarkerLeft ) &&
s_CommandBuffer.AddText( text ) &&
Cbuf_AddExecutionMarker( markerRight, szMarkerRight );
if ( !bSuccess )
{
// If we screwed up the validation, don't allow us to get stuck in a bad state.
Host_Error( "Cbuf_AddTextWithMarkers: buffer overflow\n" );
}
return true;
}
bool Cbuf_HasRoomForExecutionMarkers( int cExecutionMarkers )
{
return ( g_ExecutionMarkers.Count() + cExecutionMarkers ) < MAX_EXECUTION_MARKERS;
}
//-----------------------------------------------------------------------------
// Executes commands in the buffer
//-----------------------------------------------------------------------------
static void Cbuf_ExecuteCommand( const CCommand &args, cmd_source_t source )
{
// Note: If you remove this, PerfMark needs to do the same logic--so don't do that.
tmMessage( TELEMETRY_LEVEL0, TMMF_SEVERITY_LOG | TMMF_ICON_NOTE, "(source/command) %s", tmDynamicString( TELEMETRY_LEVEL0, args.GetCommandString() ) );
// Add the command text to the ETW stream to give better context to traces.
ETWMark( args.GetCommandString() );
// execute the command line
const ConCommandBase *pCmd = Cmd_ExecuteCommand( args, source );
#if !defined(SWDS) && !defined(_XBOX)
if ( pCmd && !pCmd->IsFlagSet( FCVAR_DONTRECORD ) )
{
demorecorder->RecordCommand( args.GetCommandString() );
}
#endif
}
//-----------------------------------------------------------------------------
// Executes commands in the buffer
//-----------------------------------------------------------------------------
void Cbuf_Execute()
{
VPROF("Cbuf_Execute");
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
if ( !ThreadInMainThread() )
{
Warning( "Executing command outside main loop thread\n" );
ExecuteOnce( DebuggerBreakIfDebugging() );
}
LOCK_COMMAND_BUFFER();
// If text was added with Cbuf_AddText and then Cbuf_Execute gets called from within handler, we're going
// to execute the new commands anyway, so we can ignore this extra execute call here.
if ( s_CommandBuffer.IsProcessingCommands() )
return;
// Allow/Don't allow wait commands.
if ( sv_allow_wait_command.GetBool() != s_CommandBuffer.IsWaitEnabled() )
{
s_CommandBuffer.SetWaitEnabled( sv_allow_wait_command.GetBool() );
}
// NOTE: The command buffer knows about execution time related to commands,
// but since HL2 doesn't, we're going to spoof the command time to simply
// be the the number of times Cbuf_Execute is called.
s_CommandBuffer.BeginProcessingCommands( 1 );
while ( s_CommandBuffer.DequeueNextCommand( ) )
{
Cbuf_ExecuteCommand( s_CommandBuffer.GetCommand(), src_command );
}
s_CommandBuffer.EndProcessingCommands( );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *param -
// Output : static char const
//-----------------------------------------------------------------------------
static char const *Cmd_TranslateFileAssociation(char const *param )
{
static char sz[ 512 ];
char *retval = NULL;
char temp[ 512 ];
Q_strncpy( temp, param, sizeof( temp ) );
Q_FixSlashes( temp );
Q_strlower( temp );
const char *extension = V_GetFileExtension(temp);
// must have an extension to map
if (!extension)
return retval;
int c = ARRAYSIZE( g_FileAssociations );
for ( int i = 0; i < c; i++ )
{
FileAssociationInfo& info = g_FileAssociations[ i ];
if ( ! Q_strcmp( extension, info.extension+1 ) &&
! CommandLine()->FindParm(va( "+%s", info.command_to_issue ) ) )
{
// Translate if haven't already got one of these commands
Q_strncpy( sz, temp, sizeof( sz ) );
Q_FileBase( sz, temp, sizeof( sz ) );
Q_snprintf( sz, sizeof( sz ), "%s %s", info.command_to_issue, temp );
retval = sz;
break;
}
}
// return null if no translation, otherwise return commands
return retval;
}
//-----------------------------------------------------------------------------
// Purpose: Adds command line parameters as script statements
// Commands lead with a +, and continue until a - or another +
// Also automatically converts .dem, .bsp, and .sav files to +playdemo etc command line options
// hl2 +cmd amlev1
// hl2 -nosound +cmd amlev1
// Output : void Cmd_StuffCmds_f
//-----------------------------------------------------------------------------
CON_COMMAND( stuffcmds, "Parses and stuffs command line + commands to command buffer." )
{
if ( args.ArgC() != 1 )
{
ConMsg( "stuffcmds : execute command line parameters\n" );
return;
}
MEM_ALLOC_CREDIT();
CUtlBuffer build( 0, 0, CUtlBuffer::TEXT_BUFFER );
// arg[0] is the executable name
for ( int i=1; i < CommandLine()->ParmCount(); i++ )
{
const char *szParm = CommandLine()->GetParm(i);
if (!szParm) continue;
if (szParm[0] == '-')
{
// skip -XXX options and eat their args
const char *szValue = CommandLine()->ParmValueByIndex( i );
if ( szValue )
i++;
continue;
}
if (szParm[0] == '+')
{
// convert +XXX options and stuff them into the build buffer
const char *szValue = CommandLine()->ParmValueByIndex( i );
if (szValue)
{
build.PutString(va("%s %s\n", szParm+1, szValue));
i++;
}
else
{
build.PutString(szParm+1);
build.PutChar('\n');
}
}
else
{
// singleton values, convert to command
char const *translated = Cmd_TranslateFileAssociation( CommandLine()->GetParm( i ) );
if (translated)
{
build.PutString(translated);
build.PutChar('\n');
}
}
}
build.PutChar( '\0' );
if ( build.TellPut() > 1 )
{
Cbuf_InsertText( (char *)build.Base() );
}
}
bool IsValidFileExtension( const char *pszFilename )
{
if ( !pszFilename )
{
return false;
}
if ( Q_strstr( pszFilename, ".exe" ) ||
Q_strstr( pszFilename, ".vbs" ) ||
Q_strstr( pszFilename, ".com" ) ||
Q_strstr( pszFilename, ".bat" ) ||
Q_strstr( pszFilename, ".dll" ) ||
Q_strstr( pszFilename, ".ini" ) ||
Q_strstr( pszFilename, ".gcf" ) ||
Q_strstr( pszFilename, ".sys" ) ||
Q_strstr( pszFilename, ".blob" ) )
{
return false;
}
return true;
}
/*
===============
Cmd_Exec_f
===============
*/
void Cmd_Exec_f( const CCommand &args )
{
LOCK_COMMAND_BUFFER();
char fileName[MAX_OSPATH];
int argc = args.ArgC();
if ( argc != 2 )
{
ConMsg( "exec <filename>: execute a script file\n" );
return;
}
const char *szFile = args[1];
const char *pPathID = "MOD";
Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, szFile );
Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) );
// check path validity
if ( !COM_IsValidPath( fileName ) )
{
ConMsg( "exec %s: invalid path.\n", fileName );
return;
}
// check for invalid file extensions
if ( !IsValidFileExtension( fileName ) )
{
ConMsg( "exec %s: invalid file type.\n", fileName );
return;
}
// 360 doesn't need to do costly existence checks
if ( IsPC() )
{
if ( g_pFileSystem->FileExists( fileName ) )
{
// don't want to exec files larger than 1 MB
// probably not a valid file to exec
unsigned int size = g_pFileSystem->Size( fileName );
if ( size > 1*1024*1024 )
{
ConMsg( "exec %s: file size larger than 1 MB!\n", szFile );
return;
}
}
else
{
// Many exec files are optional. make the error message slightly
// more informative and less like there is a problem.
if ( !V_stristr( szFile, "autoexec.cfg" ) && !V_stristr( szFile, "joystick.cfg" ) && !V_stristr( szFile, "game.cfg" ) )
{
ConMsg( "'%s' not present; not executing.\n", szFile );
}
return;
}
}
char buf[16384] = { 0 };
int len = 0;
char *f = (char *)COM_LoadStackFile( fileName, buf, sizeof( buf ), len );
if ( !f )
{
ConMsg( "exec: couldn't exec %s\n", szFile );
return;
}
char *original_f = f;
VCRHook_Cmd_Exec(&f);
// In case f was allocated and VCR mode spoofed f, free the old one we allocated earlier.
if ( original_f != buf && original_f != f )
{
free( original_f );
}
ConDMsg( "execing %s\n", szFile );
// check to make sure we're not going to overflow the cmd_text buffer
int hCommand = s_CommandBuffer.GetNextCommandHandle();
// Execute each command immediately
const char *pszDataPtr = f;
while( true )
{
// parse a line out of the source
pszDataPtr = COM_ParseLine( pszDataPtr );
// no more tokens
if ( Q_strlen( com_token ) <= 0 )
break;
Cbuf_InsertText( com_token );
// Execute all commands provoked by the current line read from the file
while ( s_CommandBuffer.GetNextCommandHandle() != hCommand )
{
if( s_CommandBuffer.DequeueNextCommand( ) )
{
Cbuf_ExecuteCommand( s_CommandBuffer.GetCommand(), src_command );
}
else
{
Assert( 0 );
break;
}
}
}
if ( f != buf )
{
// Hack for VCR playback. vcrmode allocates the memory but doesn't use the debug memory allocator,
// so we don't want to free what it allocated.
if ( f == original_f )
{
free( f );
}
}
// force any queued convar changes to flush before reading/writing them
UpdateMaterialSystemConfig();
}
/*
===============
Cmd_Echo_f
Just prints the rest of the line to the console
===============
*/
CON_COMMAND_F( echo, "Echo text to console.", FCVAR_SERVER_CAN_EXECUTE )
{
int argc = args.ArgC();
for ( int i=1; i<argc; i++ )
{
ConMsg ("%s ", args[i] );
}
ConMsg ("\n");
}
// Users can alias these commands to remove their functionality because the game systems use convars to implement these features
// The blacklist prevents that exploit
static const char *g_pBlacklistedCommands[] =
{
"dsp_player",
"room_type",
};
/*
===============
Cmd_Alias_f
Creates a new command that executes a command string (possibly ; seperated)
===============
*/
CON_COMMAND( alias, "Alias a command." )
{
cmdalias_t *a;
char cmd[MAX_COMMAND_LENGTH];
int c;
const char *s;
int argc = args.ArgC();
if ( argc == 1 )
{
ConMsg ("Current alias commands:\n");
for (a = cmd_alias ; a ; a=a->next)
{
ConMsg ("%s : %s\n", a->name, a->value);
}
return;
}
s = args[1];
if ( Q_strlen(s) >= MAX_ALIAS_NAME )
{
ConMsg ("Alias name is too long\n");
return;
}
for ( int i = 0; i < ARRAYSIZE(g_pBlacklistedCommands); i++ )
{
if ( !V_stricmp( g_pBlacklistedCommands[i], s) )
{
ConMsg("Can't alias %s\n", g_pBlacklistedCommands[i] );
return;
}
}
// copy the rest of the command line
cmd[0] = 0; // start out with a null string
c = argc;
for ( int i=2 ; i< c ; i++)
{
Q_strncat(cmd, args[i], sizeof( cmd ), COPY_ALL_CHARACTERS);
if (i != c)
{
Q_strncat (cmd, " ", sizeof( cmd ), COPY_ALL_CHARACTERS );
}
}
Q_strncat (cmd, "\n", sizeof( cmd ), COPY_ALL_CHARACTERS);
// if the alias already exists, reuse it
for (a = cmd_alias ; a ; a=a->next)
{
if (!Q_strcmp(s, a->name))
{
if ( !Q_strcmp( a->value, cmd ) ) // Re-alias the same thing
return;
delete[] a->value;
break;
}
}
if (!a)
{
a = (cmdalias_t *)new cmdalias_t;
a->next = cmd_alias;
cmd_alias = a;
}
Q_strncpy (a->name, s, sizeof( a->name ) );
a->value = COM_StringCopy(cmd);
}
/*
=============================================================================
COMMAND EXECUTION
=============================================================================
*/
cmd_source_t cmd_source;
int cmd_clientslot = -1;
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Cmd_Init
//-----------------------------------------------------------------------------
CON_COMMAND( cmd, "Forward command to server." )
{
Cmd_ForwardToServer( args );
}
CON_COMMAND_AUTOCOMPLETEFILE( exec, Cmd_Exec_f, "Execute script file.", "cfg", cfg );
void Cmd_Init( void )
{
Sys_CreateFileAssociations( ARRAYSIZE( g_FileAssociations ), g_FileAssociations );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Cmd_Shutdown( void )
{
// TODO, cleanup
while ( cmd_alias )
{
cmdalias_t *next = cmd_alias->next;
delete cmd_alias->value; // created by StringCopy()
delete cmd_alias;
cmd_alias = next;
}
}
//-----------------------------------------------------------------------------
// FIXME: Remove this! This is a temporary hack to deal with backward compat
//-----------------------------------------------------------------------------
void Cmd_Dispatch( const ConCommandBase *pCommand, const CCommand &command )
{
ConCommand *pConCommand = const_cast<ConCommand*>( static_cast<const ConCommand*>( pCommand ) );
pConCommand->Dispatch( command );
}
static void HandleExecutionMarker( const char *pCommand, const char *pMarkerCode )
{
char cCommand = pCommand[0];
int iMarkerCode = atoi( pMarkerCode );
// Validate..
if ( FindAndRemoveExecutionMarker( iMarkerCode ) )
{
// Ok, now it's validated, so do the command.
if ( cCommand == eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE )
++g_iFilterCommandsByServerCanExecute;
else if ( cCommand == eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE )
--g_iFilterCommandsByServerCanExecute;
else if ( cCommand == eCmdExecutionMarker_Enable_FCVAR_CLIENTCMD_CAN_EXECUTE )
++g_iFilterCommandsByClientCmdCanExecute;
else if ( cCommand == eCmdExecutionMarker_Disable_FCVAR_CLIENTCMD_CAN_EXECUTE )
--g_iFilterCommandsByClientCmdCanExecute;
}
else
{
static int cnt = 0;
if ( ++cnt < 3 )
Warning( "Invalid execution marker code.\n" );
}
}
static bool ShouldPreventServerCommand( const ConCommandBase *pCommand )
{
if ( !Host_IsSinglePlayerGame() )
{
if ( g_iFilterCommandsByServerCanExecute > 0 )
{
// If we don't understand the command, and it came from a server command, then forward it back to the server.
// Lots of server plugins use this. They use engine->ClientCommand() to have a client execute a command that
// they have hooked on the server. We disabled it once and they freaked. It IS redundant since they could just
// code the call to their command on the server, but they complained loudly enough that we're adding it back in
// since there's no exploit that we know of by allowing it.
if ( !pCommand )
return false;
if ( !pCommand->IsFlagSet( FCVAR_SERVER_CAN_EXECUTE ) )
{
Warning( "FCVAR_SERVER_CAN_EXECUTE prevented server running command: %s\n", pCommand->GetName() );
return true;
}
}
}
return false;
}
static bool ShouldPreventClientCommand( const ConCommandBase *pCommand )
{
if ( g_iFilterCommandsByClientCmdCanExecute > 0 &&
!pCommand->IsFlagSet( FCVAR_CLIENTCMD_CAN_EXECUTE ) &&
g_ExtraClientCmdCanExecuteCvars.Find( pCommand->GetName() ) == g_ExtraClientCmdCanExecuteCvars.InvalidIndex() )
{
// If this command is in the game DLL, don't mention it because we're going to forward this
// request to the server and let the server handle it.
if ( !pCommand->IsFlagSet( FCVAR_GAMEDLL ) )
{
Warning( "FCVAR_CLIENTCMD_CAN_EXECUTE prevented running command: %s\n", pCommand->GetName() );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// A complete command line has been parsed, so try to execute it
// FIXME: lookupnoadd the token to speed search?
//-----------------------------------------------------------------------------
const ConCommandBase *Cmd_ExecuteCommand( const CCommand &command, cmd_source_t src, int nClientSlot )
{
// execute the command line
if ( !command.ArgC() )
return NULL; // no tokens
// First, check for execution markers.
if ( Q_strcmp( command[0], CMDSTR_ADD_EXECUTION_MARKER ) == 0 )
{
if ( command.ArgC() == 3 )
{
HandleExecutionMarker( command[1], command[2] );
}
else
{
Warning( "WARNING: INVALID EXECUTION MARKER.\n" );
}
return NULL;
}
// check alias
cmdalias_t *a;
for ( a=cmd_alias; a; a=a->next )
{
if ( !Q_strcasecmp( command[0], a->name ) )
{
Cbuf_InsertText( a->value );
return NULL;
}
}
cmd_source = src;
cmd_clientslot = nClientSlot;
// check ConCommands
const ConCommandBase *pCommand = g_pCVar->FindCommandBase( command[ 0 ] );
// If we prevent a server command due to FCVAR_SERVER_CAN_EXECUTE not being set, then we get out immediately.
if ( ShouldPreventServerCommand( pCommand ) )
return NULL;
if ( pCommand && pCommand->IsCommand() )
{
if ( !ShouldPreventClientCommand( pCommand ) && pCommand->IsCommand() )
{
bool isServerCommand = ( pCommand->IsFlagSet( FCVAR_GAMEDLL ) &&
// Typed at console
cmd_source == src_command &&
// Not HLDS
!sv.IsDedicated() );
// Hook to allow game .dll to figure out who type the message on a listen server
if ( serverGameClients )
{
// We're actually the server, so set it up locally
if ( sv.IsActive() )
{
g_pServerPluginHandler->SetCommandClient( cmd_source == src_client ? nClientSlot : -1 );
#ifndef SWDS
// Special processing for listen server player
if ( isServerCommand )
{
g_pServerPluginHandler->SetCommandClient( cl.m_nPlayerSlot );
}
#endif
}
// We're not the server, but we've been a listen server (game .dll loaded)
// forward this command tot he server instead of running it locally if we're still
// connected
// Otherwise, things like "say" won't work unless you quit and restart
else if ( isServerCommand )
{
if ( cl.IsConnected() )
{
Cmd_ForwardToServer( command );
return NULL;
}
// It's a server command, but we're not connected to a server. Don't try to execute it.
return NULL;
}
}
// Allow cheat commands in singleplayer, debug, or multiplayer with sv_cheats on
if ( pCommand->IsFlagSet( FCVAR_CHEAT ) )
{
if ( !Host_IsSinglePlayerGame() && !CanCheat() )
{
// But.. if the server is allowed to run this command and the server DID run this command, then let it through.
// (used by soundscape_flush)
if ( g_iFilterCommandsByServerCanExecute == 0 || !pCommand->IsFlagSet( FCVAR_SERVER_CAN_EXECUTE ) )
{
Msg( "Can't use cheat command %s in multiplayer, unless the server has sv_cheats set to 1.\n", pCommand->GetName() );
return NULL;
}
}
}
if ( pCommand->IsFlagSet( FCVAR_SPONLY ) )
{
if ( !Host_IsSinglePlayerGame() )
{
Msg( "Can't use command %s in multiplayer.\n", pCommand->GetName() );
return NULL;
}
}
if ( pCommand->IsFlagSet( FCVAR_DEVELOPMENTONLY ) )
{
Msg( "Unknown command \"%s\"\n", pCommand->GetName() );
return NULL;
}
Cmd_Dispatch( pCommand, command );
return pCommand;
}
}
// Bail out before we update convars if we're runnign in default mode.
if ( pCommand && src == src_command && CommandLine()->CheckParm( "-default" ) && !pCommand->IsFlagSet( FCVAR_EXEC_DESPITE_DEFAULT ) )
{
Msg( "Ignoring cvar \"%s\" due to -default on command line\n", pCommand->GetName() );
return NULL;
}
// check cvars
if ( cv->IsCommand( command ) )
return pCommand;
// forward the command line to the server, so the entity DLL can parse it
if ( cmd_source == src_command )
{
if ( cl.IsConnected() )
{
Cmd_ForwardToServer( command );
return NULL;
}
}
Msg( "Unknown command \"%s\"\n", command[0] );
return NULL;
}
//-----------------------------------------------------------------------------
// Sends the entire command line over to the server
//-----------------------------------------------------------------------------
void Cmd_ForwardToServer( const CCommand &args, bool bReliable )
{
// YWB 6/3/98 Don't forward if this is a dedicated server
#ifndef SWDS
char str[1024];
#ifndef _XBOX
if ( demoplayer->IsPlayingBack() )
return; // not really connected
#endif
str[0] = 0;
if ( Q_strcasecmp( args[0], "cmd") != 0 )
{
Q_strncat( str, args[0], sizeof( str ), COPY_ALL_CHARACTERS );
Q_strncat( str, " ", sizeof( str ), COPY_ALL_CHARACTERS );
}
if ( args.ArgC() > 1)
{
Q_strncat( str, args.ArgS(), sizeof( str ), COPY_ALL_CHARACTERS );
}
cl.SendStringCmd( str );
#endif
}