//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// baseserver.cpp: implementation of the CBaseServer class.
//
//////////////////////////////////////////////////////////////////////
# if defined(_WIN32) && !defined(_X360)
# include "winlite.h" // FILETIME
# elif defined(POSIX)
# include <time.h>
/*
# include <sys/sysinfo.h>
# include <asm/param.h> // for HZ
*/
# include <sys/resource.h>
# include <netinet/in.h>
# elif defined(_X360)
# else
# error "Includes for CPU usage calcs here"
# endif
# include "filesystem_engine.h"
# include "baseserver.h"
# include "sysexternal.h"
# include "quakedef.h"
# include "host.h"
# include "netmessages.h"
# include "sys.h"
# include "framesnapshot.h"
# include "sv_packedentities.h"
# include "dt_send_eng.h"
# include "dt_recv_eng.h"
# include "networkstringtable.h"
# include "sys_dll.h"
# include "host_cmd.h"
# include "sv_steamauth.h"
# include <proto_oob.h>
# include <vstdlib/random.h>
# include <irecipientfilter.h>
# include <KeyValues.h>
# include <tier0/vprof.h>
# include <cdll_int.h>
# include <eiface.h>
# include <client_class.h>
# include "tier0/icommandline.h"
# include "sv_steamauth.h"
# include "tier0/vcrmode.h"
# include "sv_ipratelimit.h"
# include "cl_steamauth.h"
# include "sv_filter.h"
# if defined( _X360 )
# include "xbox/xbox_win32stubs.h"
# endif
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
CThreadFastMutex g_svInstanceBaselineMutex ;
extern CGlobalVars g_ServerGlobalVariables ;
static ConVar sv_max_queries_sec ( " sv_max_queries_sec " , " 3.0 " , 0 , " Maximum queries per second to respond to from a single IP address. " ) ;
static ConVar sv_max_queries_window ( " sv_max_queries_window " , " 30 " , 0 , " Window over which to average queries per second averages. " ) ;
static ConVar sv_max_queries_sec_global ( " sv_max_queries_sec_global " , " 3000 " , 0 , " Maximum queries per second to respond to from anywhere. " ) ;
static ConVar sv_max_connects_sec ( " sv_max_connects_sec " , " 2.0 " , 0 , " Maximum connections per second to respond to from a single IP address. " ) ;
static ConVar sv_max_connects_window ( " sv_max_connects_window " , " 4 " , 0 , " Window over which to average connections per second averages. " ) ;
// This defaults to zero so that somebody spamming the server with packets cannot lock out other clients.
static ConVar sv_max_connects_sec_global ( " sv_max_connects_sec_global " , " 0 " , 0 , " Maximum connections per second to respond to from anywhere. " ) ;
static CIPRateLimit s_queryRateChecker ( & sv_max_queries_sec , & sv_max_queries_window , & sv_max_queries_sec_global ) ;
static CIPRateLimit s_connectRateChecker ( & sv_max_connects_sec , & sv_max_connects_window , & sv_max_connects_sec_global ) ;
// Give new data to Steam's master server updater every N seconds.
// This is NOT how often packets are sent to master servers, only how often the
// game server talks to Steam's master server updater (which is on the game server's
// machine, not the Steam servers).
# define MASTER_SERVER_UPDATE_INTERVAL 2.0
// Steam has a matching one in matchmakingtypes.h
# define MAX_TAG_STRING_LENGTH 128
int SortServerTags ( char * const * p1 , char * const * p2 )
{
return ( Q_strcmp ( * p1 , * p2 ) > 0 ) ;
}
static void ServerTagsCleanUp ( void )
{
CUtlVector < char * > TagList ;
ConVarRef sv_tags ( " sv_tags " ) ;
if ( sv_tags . IsValid ( ) )
{
int i ;
char tmptags [ MAX_TAG_STRING_LENGTH ] ;
tmptags [ 0 ] = ' \0 ' ;
V_SplitString ( sv_tags . GetString ( ) , " , " , TagList ) ;
// make a pass on the tags to eliminate preceding whitespace and empty tags
for ( i = 0 ; i < TagList . Count ( ) ; i + + )
{
if ( i > 0 )
{
Q_strncat ( tmptags , " , " , MAX_TAG_STRING_LENGTH ) ;
}
char * pChar = TagList [ i ] ;
while ( * pChar & & * pChar = = ' ' )
{
pChar + + ;
}
// make sure we don't have an empty string (all spaces or ,,)
if ( * pChar )
{
Q_strncat ( tmptags , pChar , MAX_TAG_STRING_LENGTH ) ;
}
}
// reset our lists and sort the tags
TagList . PurgeAndDeleteElements ( ) ;
V_SplitString ( tmptags , " , " , TagList ) ;
TagList . Sort ( SortServerTags ) ;
tmptags [ 0 ] = ' \0 ' ;
// create our new, sorted list of tags
for ( i = 0 ; i < TagList . Count ( ) ; i + + )
{
if ( i > 0 )
{
Q_strncat ( tmptags , " , " , MAX_TAG_STRING_LENGTH ) ;
}
Q_strncat ( tmptags , TagList [ i ] , MAX_TAG_STRING_LENGTH ) ;
}
// set our convar and purge our list
sv_tags . SetValue ( tmptags ) ;
TagList . PurgeAndDeleteElements ( ) ;
}
}
static void SvTagsChangeCallback ( IConVar * pConVar , const char * pOldValue , float flOldValue )
{
// We're going to modify the sv_tags convar here, which will cause this to be called again. Prevent recursion.
static bool bTagsChangeCallback = false ;
if ( bTagsChangeCallback )
return ;
bTagsChangeCallback = true ;
ServerTagsCleanUp ( ) ;
ConVarRef var ( pConVar ) ;
if ( Steam3Server ( ) . SteamGameServer ( ) )
{
Steam3Server ( ) . SteamGameServer ( ) - > SetGameTags ( var . GetString ( ) ) ;
}
bTagsChangeCallback = false ;
}
ConVar sv_region ( " sv_region " , " -1 " , FCVAR_NONE , " The region of the world to report this server in. " ) ;
static ConVar sv_instancebaselines ( " sv_instancebaselines " , " 1 " , FCVAR_DEVELOPMENTONLY , " Enable instanced baselines. Saves network overhead. " ) ;
static ConVar sv_stats ( " sv_stats " , " 1 " , 0 , " Collect CPU usage stats " ) ;
static ConVar sv_enableoldqueries ( " sv_enableoldqueries " , " 0 " , 0 , " Enable support for old style (HL1) server queries " ) ;
static ConVar sv_password ( " sv_password " , " " , FCVAR_NOTIFY | FCVAR_PROTECTED | FCVAR_DONTRECORD , " Server password for entry into multiplayer games " ) ;
ConVar sv_tags ( " sv_tags " , " " , FCVAR_NOTIFY , " Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. " , SvTagsChangeCallback ) ;
ConVar sv_visiblemaxplayers ( " sv_visiblemaxplayers " , " -1 " , 0 , " Overrides the max players reported to prospective clients " ) ;
ConVar sv_alternateticks ( " sv_alternateticks " , ( IsX360 ( ) ) ? " 1 " : " 0 " , FCVAR_SPONLY , " If set, server only simulates entities on even numbered ticks. \n " ) ;
ConVar sv_allow_wait_command ( " sv_allow_wait_command " , " 1 " , FCVAR_REPLICATED , " Allow or disallow the wait command on clients connected to this server. " ) ;
ConVar sv_allow_color_correction ( " sv_allow_color_correction " , " 1 " , FCVAR_REPLICATED , " Allow or disallow clients to use color correction on this server. " ) ;
extern CNetworkStringTableContainer * networkStringTableContainerServer ;
extern ConVar sv_stressbots ;
int g_CurGameServerID = 1 ;
// #define ALLOW_DEBUG_DEDICATED_SERVER_OUTSIDE_STEAM
bool AllowDebugDedicatedServerOutsideSteam ( )
{
# if defined( ALLOW_DEBUG_DEDICATED_SERVER_OUTSIDE_STEAM )
return true ;
# else
return false ;
# endif
}
static void SetMasterServerKeyValue ( ISteamGameServer * pUpdater , IConVar * pConVar )
{
ConVarRef var ( pConVar ) ;
// For protected cvars, don't send the string
if ( var . IsFlagSet ( FCVAR_PROTECTED ) )
{
// If it has a value string and the string is not "none"
if ( ( strlen ( var . GetString ( ) ) > 0 ) & &
stricmp ( var . GetString ( ) , " none " ) )
{
pUpdater - > SetKeyValue ( var . GetName ( ) , " 1 " ) ;
}
else
{
pUpdater - > SetKeyValue ( var . GetName ( ) , " 0 " ) ;
}
}
else
{
pUpdater - > SetKeyValue ( var . GetName ( ) , var . GetString ( ) ) ;
}
if ( Steam3Server ( ) . BIsActive ( ) )
{
sv . RecalculateTags ( ) ;
}
}
static void ServerNotifyVarChangeCallback ( IConVar * pConVar , const char * pOldValue , float flOldValue )
{
if ( ! pConVar - > IsFlagSet ( FCVAR_NOTIFY ) )
return ;
ISteamGameServer * pUpdater = Steam3Server ( ) . SteamGameServer ( ) ;
if ( ! pUpdater )
{
// This will force it to send all the rules whenever the master server updater is there.
sv . SetMasterServerRulesDirty ( ) ;
return ;
}
SetMasterServerKeyValue ( pUpdater , pConVar ) ;
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBaseServer : : CBaseServer ( )
{
// Just get a unique ID to talk to the steam master server updater.
m_bRestartOnLevelChange = false ;
m_StringTables = NULL ;
m_pInstanceBaselineTable = NULL ;
m_pLightStyleTable = NULL ;
m_pUserInfoTable = NULL ;
m_pServerStartupTable = NULL ;
m_pDownloadableFileTable = NULL ;
m_fLastCPUCheckTime = 0 ;
m_fStartTime = 0 ;
m_fCPUPercent = 0 ;
m_Socket = NS_SERVER ;
m_nTickCount = 0 ;
m_szMapname [ 0 ] = 0 ;
m_szSkyname [ 0 ] = 0 ;
m_Password [ 0 ] = 0 ;
V_memset ( worldmapMD5 . bits , 0 , MD5_DIGEST_LENGTH ) ;
serverclasses = serverclassbits = 0 ;
m_nMaxclients = m_nSpawnCount = 0 ;
m_flTickInterval = 0.03 ;
m_nUserid = 0 ;
m_nNumConnections = 0 ;
m_bIsDedicated = false ;
m_fCPUPercent = 0 ;
m_fStartTime = 0 ;
m_fLastCPUCheckTime = 0 ;
m_bMasterServerRulesDirty = true ;
m_flLastMasterServerUpdateTime = 0 ;
m_CurrentRandomNonce = 0 ;
m_LastRandomNonce = 0 ;
m_flLastRandomNumberGenerationTime = - 3.0f ; // force it to calc first frame
m_bReportNewFakeClients = true ;
m_flPausedTimeEnd = - 1.f ;
}
CBaseServer : : ~ CBaseServer ( )
{
}
/*
= = = = = = = = = = = = = = = =
SV_CheckChallenge
Make sure connecting client is not spoofing
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : CheckChallengeNr ( netadr_t & adr , int nChallengeValue )
{
// See if the challenge is valid
// Don't care if it is a local address.
if ( adr . IsLoopback ( ) )
return true ;
// X360TBD: network
if ( IsX360 ( ) )
return true ;
uint64 challenge = ( ( uint64 ) adr . GetIPNetworkByteOrder ( ) < < 32 ) + m_CurrentRandomNonce ;
CRC32_t hash ;
CRC32_Init ( & hash ) ;
CRC32_ProcessBuffer ( & hash , & challenge , sizeof ( challenge ) ) ;
CRC32_Final ( & hash ) ;
if ( ( int ) hash = = nChallengeValue )
return true ;
// try with the old random nonce
challenge & = 0xffffffff00000000ull ;
challenge + = m_LastRandomNonce ;
hash = 0 ;
CRC32_Init ( & hash ) ;
CRC32_ProcessBuffer ( & hash , & challenge , sizeof ( challenge ) ) ;
CRC32_Final ( & hash ) ;
if ( ( int ) hash = = nChallengeValue )
return true ;
return false ;
}
const char * CBaseServer : : GetPassword ( ) const
{
const char * password = sv_password . GetString ( ) ;
// if password is empty or "none", return NULL
if ( ! password [ 0 ] | | ! Q_stricmp ( password , " none " ) )
{
return NULL ;
}
return password ;
}
void CBaseServer : : SetPassword ( const char * password )
{
if ( password ! = NULL )
{
Q_strncpy ( m_Password , password , sizeof ( m_Password ) ) ;
}
else
{
m_Password [ 0 ] = 0 ; // clear password
}
}
# define MAX_REUSE_PER_IP 5 // 5 outstanding connect request within timeout window, to account for NATs
/*
= = = = = = = = = = = = = = = =
CheckIPConnectionReuse
Determine if this IP requesting the connect is connecting too often
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : CheckIPConnectionReuse ( netadr_t & adr )
{
int nSimultaneouslyConnections = 0 ;
for ( int slot = 0 ; slot < m_Clients . Count ( ) ; slot + + )
{
CBaseClient * client = m_Clients [ slot ] ;
// if the user is connected but not fully in AND the addr's match
if ( client - > IsConnected ( ) & &
! client - > IsActive ( ) & &
! client - > IsFakeClient ( ) & &
adr . CompareAdr ( client - > m_NetChannel - > GetRemoteAddress ( ) , true ) )
{
nSimultaneouslyConnections + + ;
}
}
if ( nSimultaneouslyConnections > MAX_REUSE_PER_IP )
{
Msg ( " Too many connect packets from %s \n " , adr . ToString ( true ) ) ;
return false ; // too many connect packets!!!!
}
return true ; // this IP is okay
}
int CBaseServer : : GetNextUserID ( )
{
// Note: we'll usually exit on the first pass of this loop..
for ( int i = 0 ; i < m_Clients . Count ( ) + 1 ; i + + )
{
int nTestID = ( m_nUserid + i + 1 ) % SHRT_MAX ;
// Make sure no client has this user ID.
int iClient ;
for ( iClient = 0 ; iClient < m_Clients . Count ( ) ; iClient + + )
{
if ( m_Clients [ iClient ] - > GetUserID ( ) = = nTestID )
break ;
}
// Ok, no client has this ID, so return it.
if ( iClient = = m_Clients . Count ( ) )
return nTestID ;
}
Assert ( ! " GetNextUserID: can't find a unique ID. " ) ;
return m_nUserid + 1 ;
}
/*
= = = = = = = = = = = = = = = =
SV_ConnectClient
Initializes a CSVClient for a new net connection . This will only be called
once for a player each game , not once for each level change .
= = = = = = = = = = = = = = = =
*/
IClient * CBaseServer : : ConnectClient ( netadr_t & adr , int protocol , int challenge , int clientChallenge , int authProtocol ,
const char * name , const char * password , const char * hashedCDkey , int cdKeyLen )
{
COM_TimestampedLog ( " CBaseServer::ConnectClient " ) ;
if ( ! IsActive ( ) )
{
return NULL ;
}
if ( ! name | | ! password | | ! hashedCDkey )
{
return NULL ;
}
// Make sure protocols match up
if ( ! CheckProtocol ( adr , protocol , clientChallenge ) )
{
return NULL ;
}
if ( ! CheckChallengeNr ( adr , challenge ) )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectBadChallenge " ) ;
return NULL ;
}
// SourceTV checks password & restrictions later once we know
// if its a normal spectator client or a relay proxy
if ( ! IsHLTV ( ) & & ! IsReplay ( ) )
{
# ifndef NO_STEAM
// LAN servers restrict to class b IP addresses
if ( ! CheckIPRestrictions ( adr , authProtocol ) )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectLANRestrict " ) ;
return NULL ;
}
# endif
if ( ! CheckPassword ( adr , password , name ) )
{
// failed
ConMsg ( " %s: password failed. \n " , adr . ToString ( ) ) ;
// Special rejection handler.
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectBadPassword " ) ;
return NULL ;
}
}
COM_TimestampedLog ( " CBaseServer::ConnectClient: GetFreeClient " ) ;
CBaseClient * client = GetFreeClient ( adr ) ;
if ( ! client )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectServerFull " ) ;
return NULL ; // no free slot found
}
int nNextUserID = GetNextUserID ( ) ;
if ( ! CheckChallengeType ( client , nNextUserID , adr , authProtocol , hashedCDkey , cdKeyLen , clientChallenge ) ) // we use the client pointer to track steam requests
{
return NULL ;
}
ISteamGameServer * pSteamGameServer = Steam3Server ( ) . SteamGameServer ( ) ;
if ( ! pSteamGameServer & & authProtocol = = PROTOCOL_STEAM )
{
Warning ( " NULL ISteamGameServer in ConnectClient. Steam authentication may fail. \n " ) ;
}
if ( Filter_IsUserBanned ( client - > GetNetworkID ( ) ) )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer & & authProtocol = = PROTOCOL_STEAM )
pSteamGameServer - > SendUserDisconnect ( client - > m_SteamID ) ;
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectBanned " ) ;
return NULL ;
}
# if !defined( _HLTVTEST ) && !defined( _REPLAYTEST )
if ( ! FinishCertificateCheck ( adr , authProtocol , hashedCDkey , clientChallenge ) )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer & & authProtocol = = PROTOCOL_STEAM )
pSteamGameServer - > SendUserDisconnect ( client - > m_SteamID ) ;
return NULL ;
}
# endif
COM_TimestampedLog ( " CBaseServer::ConnectClient: NET_CreateNetChannel " ) ;
// create network channel
INetChannel * netchan = NET_CreateNetChannel ( m_Socket , & adr , adr . ToString ( ) , client ) ;
if ( ! netchan )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer & & authProtocol = = PROTOCOL_STEAM )
pSteamGameServer - > SendUserDisconnect ( client - > m_SteamID ) ;
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectFailedChannel " ) ;
return NULL ;
}
// setup netchannl settings
netchan - > SetChallengeNr ( challenge ) ;
COM_TimestampedLog ( " CBaseServer::ConnectClient: client->Connect " ) ;
// make sure client is reset and clear
client - > Connect ( name , nNextUserID , netchan , false , clientChallenge ) ;
m_nUserid = nNextUserID ;
m_nNumConnections + + ;
// Will get reset from userinfo, but this value comes from sv_updaterate ( the default )
client - > m_fSnapshotInterval = 1.0f / 20.0f ;
client - > m_fNextMessageTime = net_time + client - > m_fSnapshotInterval ;
// Force a full delta update on first packet.
client - > m_nDeltaTick = - 1 ;
client - > m_nSignonTick = 0 ;
client - > m_nStringTableAckTick = 0 ;
client - > m_pLastSnapshot = NULL ;
// Tell client connection worked, now use netchannels
{
ALIGN4 char msg_buffer [ MAX_ROUTABLE_PAYLOAD ] ALIGN4_POST ;
bf_write msg ( msg_buffer , sizeof ( msg_buffer ) ) ;
msg . WriteLong ( CONNECTIONLESS_HEADER ) ;
msg . WriteByte ( S2C_CONNECTION ) ;
msg . WriteLong ( clientChallenge ) ;
msg . WriteString ( " 0000000000 " ) ; // pad out
NET_SendPacket ( NULL , m_Socket , adr , msg . GetData ( ) , msg . GetNumBytesWritten ( ) ) ;
}
// Set up client structure.
if ( authProtocol = = PROTOCOL_HASHEDCDKEY )
{
// use hased CD key as player GUID
Q_strncpy ( client - > m_GUID , hashedCDkey , SIGNED_GUID_LEN ) ;
client - > m_GUID [ SIGNED_GUID_LEN ] = ' \0 ' ;
}
else if ( authProtocol = = PROTOCOL_STEAM )
{
// StartSteamValidation() above initialized the clients networkid
}
if ( netchan & & ! netchan - > IsLoopback ( ) )
ConMsg ( " Client \" %s \" connected (%s). \n " , client - > GetClientName ( ) , netchan - > GetAddress ( ) ) ;
return client ;
}
/*
= = = = = = = = = = = = = = = =
RequireValidChallenge
Return true if this server query must provide a valid challenge number
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : RequireValidChallenge ( netadr_t & adr )
{
if ( sv_enableoldqueries . GetBool ( ) = = true )
{
return false ; // don't enforce challenge numbers
}
return true ;
}
/*
= = = = = = = = = = = = = = = =
ValidChallenge
Return true if this challenge number is correct for this host ( for server queries )
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : ValidChallenge ( netadr_t & adr , int challengeNr )
{
if ( ! IsActive ( ) ) // Must be running a server.
return false ;
if ( ! IsMultiplayer ( ) ) // ignore in single player
return false ;
if ( RequireValidChallenge ( adr ) )
{
if ( ! CheckChallengeNr ( adr , challengeNr ) )
{
ReplyServerChallenge ( adr ) ;
return false ;
}
}
return true ;
}
bool CBaseServer : : ValidInfoChallenge ( netadr_t & adr , const char * nugget )
{
if ( ! IsActive ( ) ) // Must be running a server.
return false ;
if ( ! IsMultiplayer ( ) ) // ignore in single player
return false ;
if ( IsReplay ( ) )
return false ;
if ( RequireValidChallenge ( adr ) )
{
if ( Q_stricmp ( nugget , A2S_KEY_STRING ) ) // if the string isn't equal then fail out
{
return false ;
}
}
return true ;
}
bool CBaseServer : : ProcessConnectionlessPacket ( netpacket_t * packet )
{
bf_read msg = packet - > message ; // handy shortcut
char c = msg . ReadChar ( ) ;
if ( c = = 0 )
{
return false ;
}
switch ( c )
{
case A2S_GETCHALLENGE :
{
int clientChallenge = msg . ReadLong ( ) ;
ReplyChallenge ( packet - > from , clientChallenge ) ;
}
break ;
case A2S_SERVERQUERY_GETCHALLENGE :
ReplyServerChallenge ( packet - > from ) ;
break ;
case C2S_CONNECT :
{
char cdkey [ STEAM_KEYSIZE ] ;
char name [ 256 ] ;
char password [ 256 ] ;
char productVersion [ 32 ] ;
int protocol = msg . ReadLong ( ) ;
int authProtocol = msg . ReadLong ( ) ;
int challengeNr = msg . ReadLong ( ) ;
int clientChallenge = msg . ReadLong ( ) ;
// pull the challenge number check early before we do any expensive processing on the connect
if ( ! CheckChallengeNr ( packet - > from , challengeNr ) )
{
RejectConnection ( packet - > from , clientChallenge , " #GameUI_ServerRejectBadChallenge " ) ;
break ;
}
// rate limit the connections
if ( ! s_connectRateChecker . CheckIP ( packet - > from ) )
return false ;
msg . ReadString ( name , sizeof ( name ) ) ;
msg . ReadString ( password , sizeof ( password ) ) ;
msg . ReadString ( productVersion , sizeof ( productVersion ) ) ;
// bool bClientPlugins = ( msg.ReadByte() > 0 );
// There's a magic number we use in the steam.inf in P4 that we don't update.
// We can use this to detect if they are running out of P4, and if so, don't do any version
// checking.
const char * pszVersionInP4 = " 2000 " ;
const char * pszVersionString = GetSteamInfIDVersionInfo ( ) . szVersionString ;
if ( V_strcmp ( pszVersionString , pszVersionInP4 ) & & V_strcmp ( productVersion , pszVersionInP4 ) )
{
int nVersionCheck = Q_strncmp ( pszVersionString , productVersion , V_strlen ( pszVersionString ) ) ;
if ( nVersionCheck < 0 )
{
RejectConnection ( packet - > from , clientChallenge , " #GameUI_ServerRejectOldVersion " ) ;
break ;
}
if ( nVersionCheck > 0 )
{
RejectConnection ( packet - > from , clientChallenge , " #GameUI_ServerRejectNewVersion " ) ;
break ;
}
}
// if ( Steam3Server().BSecure() && bClientPlugins )
// {
// RejectConnection( packet->from, "Cannot connect to a secure server while plug-ins are\nloaded on your client\n" );
// break;
// }
/* if ( authProtocol == PROTOCOL_STEAM )
{
int keyLen = msg . ReadShort ( ) ;
if ( keyLen < 0 | | keyLen > sizeof ( cdkey ) )
{
RejectConnection ( packet - > from , clientChallenge , " #GameUI_ServerRejectBadSteamKey " ) ;
break ;
}
msg . ReadBytes ( cdkey , keyLen ) ;
ConnectClient ( packet - > from , protocol , challengeNr , clientChallenge , authProtocol , name , password , cdkey , keyLen ) ; // cd key is actually a raw encrypted key
}
else */
{
msg . ReadString ( cdkey , sizeof ( cdkey ) ) ;
ConnectClient ( packet - > from , protocol , challengeNr , clientChallenge , authProtocol , name , password , cdkey , strlen ( cdkey ) ) ;
}
}
break ;
default :
{
// rate limit the more expensive server query packets
if ( ! s_queryRateChecker . CheckIP ( packet - > from ) )
return false ;
// We don't understand it, let the master server updater at it.
if ( Steam3Server ( ) . SteamGameServer ( ) & & Steam3Server ( ) . IsMasterServerUpdaterSharingGameSocket ( ) )
{
Steam3Server ( ) . SteamGameServer ( ) - > HandleIncomingPacket (
packet - > message . GetBasePointer ( ) ,
packet - > message . TotalBytesAvailable ( ) ,
packet - > from . GetIPHostByteOrder ( ) ,
packet - > from . GetPort ( )
) ;
// This is where it will usually want to respond to something immediately by sending some
// packets, so check for that immediately.
ForwardPacketsFromMasterServerUpdater ( ) ;
}
}
break ;
}
return true ;
}
int CBaseServer : : GetNumFakeClients ( ) const
{
int count = 0 ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
if ( m_Clients [ i ] - > IsFakeClient ( ) )
{
count + + ;
}
}
return count ;
}
/*
= = = = = = = = = = = = = = = = = =
void SV_CountPlayers
Counts number of connections . Clients includes regular connections
= = = = = = = = = = = = = = = = = =
*/
int CBaseServer : : GetNumClients ( void ) const
{
int count = 0 ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
if ( m_Clients [ i ] - > IsConnected ( ) )
{
count + + ;
}
}
return count ;
}
/*
= = = = = = = = = = = = = = = = = =
void SV_CountPlayers
Counts number of HLTV and Replay connections . Clients includes regular connections
= = = = = = = = = = = = = = = = = =
*/
int CBaseServer : : GetNumProxies ( void ) const
{
int count = 0 ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
# if defined( REPLAY_ENABLED )
if ( m_Clients [ i ] - > IsConnected ( ) & & ( m_Clients [ i ] - > IsHLTV ( ) | | m_Clients [ i ] - > IsReplay ( ) ) )
# else
if ( m_Clients [ i ] - > IsConnected ( ) & & m_Clients [ i ] - > IsHLTV ( ) )
# endif
{
count + + ;
}
}
return count ;
}
int CBaseServer : : GetNumPlayers ( )
{
int count = 0 ;
if ( ! GetUserInfoTable ( ) )
{
return 0 ;
}
const int maxPlayers = GetUserInfoTable ( ) - > GetNumStrings ( ) ;
for ( int i = 0 ; i < maxPlayers ; i + + )
{
const player_info_t * pi = ( const player_info_t * ) m_pUserInfoTable - > GetStringUserData ( i , NULL ) ;
if ( ! pi )
continue ;
if ( pi - > fakeplayer )
continue ; // don't count bots
count + + ;
}
return count ;
}
bool CBaseServer : : GetPlayerInfo ( int nClientIndex , player_info_t * pinfo )
{
if ( ! pinfo )
return false ;
if ( nClientIndex < 0 | | ! GetUserInfoTable ( ) | | nClientIndex > = GetUserInfoTable ( ) - > GetNumStrings ( ) )
{
Q_memset ( pinfo , 0 , sizeof ( player_info_t ) ) ;
return false ;
}
player_info_t * pi = ( player_info_t * ) GetUserInfoTable ( ) - > GetStringUserData ( nClientIndex , NULL ) ;
if ( ! pi )
{
Q_memset ( pinfo , 0 , sizeof ( player_info_t ) ) ;
return false ;
}
Q_memcpy ( pinfo , pi , sizeof ( player_info_t ) ) ;
// Fixup from network order (little endian)
CByteswap byteswap ;
byteswap . SetTargetBigEndian ( false ) ;
byteswap . SwapFieldsToTargetEndian ( pinfo ) ;
return true ;
}
void CBaseServer : : UserInfoChanged ( int nClientIndex )
{
player_info_t pi ;
bool oldlock = networkStringTableContainerServer - > Lock ( false ) ;
if ( m_Clients [ nClientIndex ] - > FillUserInfo ( pi ) )
{
// Fixup to little endian for networking
CByteswap byteswap ;
byteswap . SetTargetBigEndian ( false ) ;
byteswap . SwapFieldsToTargetEndian ( & pi ) ;
// update user info settings
m_pUserInfoTable - > SetStringUserData ( nClientIndex , sizeof ( pi ) , & pi ) ;
}
else
{
// delete user data settings
m_pUserInfoTable - > SetStringUserData ( nClientIndex , 0 , NULL ) ;
}
networkStringTableContainerServer - > Lock ( oldlock ) ;
}
void CBaseServer : : FillServerInfo ( SVC_ServerInfo & serverinfo )
{
static char gamedir [ MAX_OSPATH ] ;
Q_FileBase ( com_gamedir , gamedir , sizeof ( gamedir ) ) ;
serverinfo . m_nProtocol = PROTOCOL_VERSION ;
serverinfo . m_nServerCount = GetSpawnCount ( ) ;
V_memcpy ( serverinfo . m_nMapMD5 . bits , worldmapMD5 . bits , MD5_DIGEST_LENGTH ) ;
serverinfo . m_nMaxClients = GetMaxClients ( ) ;
serverinfo . m_nMaxClasses = serverclasses ;
serverinfo . m_bIsDedicated = IsDedicated ( ) ;
# ifdef _WIN32
serverinfo . m_cOS = ' W ' ;
# else
serverinfo . m_cOS = ' L ' ;
# endif
// HACK to signal that the server is "new"
serverinfo . m_cOS = tolower ( serverinfo . m_cOS ) ;
serverinfo . m_fTickInterval = GetTickInterval ( ) ;
serverinfo . m_szGameDir = gamedir ;
serverinfo . m_szMapName = GetMapName ( ) ;
serverinfo . m_szSkyName = m_szSkyname ;
serverinfo . m_szHostName = GetName ( ) ;
serverinfo . m_bIsHLTV = IsHLTV ( ) ;
# if defined( REPLAY_ENABLED )
serverinfo . m_bIsReplay = IsReplay ( ) ;
# endif
}
/*
= = = = = = = = = = = = = = = = =
SVC_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 CBaseServer : : ReplyChallenge ( netadr_t & adr , int clientChallenge )
{
ALIGN4 char buffer [ STEAM_KEYSIZE + 32 ] ALIGN4_POST ;
bf_write msg ( buffer , sizeof ( buffer ) ) ;
// get a free challenge number
int challengeNr = GetChallengeNr ( adr ) ;
int authprotocol = GetChallengeType ( adr ) ;
msg . WriteLong ( CONNECTIONLESS_HEADER ) ;
msg . WriteByte ( S2C_CHALLENGE ) ;
msg . WriteLong ( S2C_MAGICVERSION ) ; // This makes it so we can detect that this server is correct
msg . WriteLong ( challengeNr ) ; // Server to client challenge
msg . WriteLong ( clientChallenge ) ; // Client to server challenge to ensure our reply is what they asked
msg . WriteLong ( authprotocol ) ;
# if !defined( NO_STEAM ) //#ifndef _XBOX
if ( authprotocol = = PROTOCOL_STEAM )
{
msg . WriteShort ( 0 ) ; // steam2 encryption key not there anymore
CSteamID steamID = Steam3Server ( ) . GetGSSteamID ( ) ;
uint64 unSteamID = steamID . ConvertToUint64 ( ) ;
msg . WriteBytes ( & unSteamID , sizeof ( unSteamID ) ) ;
msg . WriteByte ( Steam3Server ( ) . BSecure ( ) ) ;
}
# else
msg . WriteShort ( 1 ) ;
msg . WriteByte ( 0 ) ;
uint64 unSteamID = 0 ;
msg . WriteBytes ( & unSteamID , sizeof ( unSteamID ) ) ;
msg . WriteByte ( 0 ) ;
# endif
msg . WriteString ( " 000000 " ) ; // padding bytes
NET_SendPacket ( NULL , m_Socket , adr , msg . GetData ( ) , msg . GetNumBytesWritten ( ) ) ;
}
/*
= = = = = = = = = = = = = = = = =
ReplyServerChallenge
Returns a challenge number that can be used
in a subsequent server query commands .
We do this to prevent DDoS attacks via bandwidth
amplification .
= = = = = = = = = = = = = = = = =
*/
void CBaseServer : : ReplyServerChallenge ( netadr_t & adr )
{
ALIGN4 char buffer [ 16 ] ALIGN4_POST ;
bf_write msg ( buffer , sizeof ( buffer ) ) ;
// get a free challenge number
int challengeNr = GetChallengeNr ( adr ) ;
msg . WriteLong ( CONNECTIONLESS_HEADER ) ;
msg . WriteByte ( S2C_CHALLENGE ) ;
msg . WriteLong ( challengeNr ) ;
NET_SendPacket ( NULL , m_Socket , adr , msg . GetData ( ) , msg . GetNumBytesWritten ( ) ) ;
}
const char * CBaseServer : : GetName ( void ) const
{
return host_name . GetString ( ) ;
}
int CBaseServer : : GetChallengeType ( netadr_t & adr )
{
if ( AllowDebugDedicatedServerOutsideSteam ( ) )
return PROTOCOL_HASHEDCDKEY ;
# ifndef SWDS
// don't auth SP games or local mp games if steam isn't running
if ( Host_IsSinglePlayerGame ( ) | | ( ! Steam3Client ( ) . SteamUser ( ) & & ! IsDedicated ( ) ) )
{
return PROTOCOL_HASHEDCDKEY ;
}
else
# endif
{
return PROTOCOL_STEAM ;
}
}
int CBaseServer : : GetChallengeNr ( netadr_t & adr )
{
uint64 challenge = ( ( uint64 ) adr . GetIPNetworkByteOrder ( ) < < 32 ) + m_CurrentRandomNonce ;
CRC32_t hash ;
CRC32_Init ( & hash ) ;
CRC32_ProcessBuffer ( & hash , & challenge , sizeof ( challenge ) ) ;
CRC32_Final ( & hash ) ;
return ( int ) hash ;
}
void CBaseServer : : GetNetStats ( float & avgIn , float & avgOut )
{
avgIn = avgOut = 0.0f ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
// Fake clients get killed in here.
if ( cl - > IsFakeClient ( ) )
continue ;
if ( ! cl - > IsConnected ( ) )
continue ;
INetChannel * netchan = cl - > GetNetChannel ( ) ;
avgIn + = netchan - > GetAvgData ( FLOW_INCOMING ) ;
avgOut + = netchan - > GetAvgData ( FLOW_OUTGOING ) ;
}
}
void CBaseServer : : CalculateCPUUsage ( void )
{
if ( ! sv_stats . GetBool ( ) )
{
return ;
}
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
float curtime = Sys_FloatTime ( ) ;
if ( m_fStartTime = = 0 )
// record when we started
{
m_fStartTime = curtime ;
}
if ( curtime > m_fLastCPUCheckTime + 1 )
// only do this every 1 second
{
# if defined ( _WIN32 )
static float lastAvg = 0 ;
static __int64 lastTotalTime = 0 , lastNow = 0 ;
HANDLE handle ;
FILETIME creationTime , exitTime , kernelTime , userTime , nowTime ;
__int64 totalTime , now ;
handle = GetCurrentProcess ( ) ;
// get CPU time
GetProcessTimes ( handle , & creationTime , & exitTime ,
& kernelTime , & userTime ) ;
GetSystemTimeAsFileTime ( & nowTime ) ;
if ( lastNow = = 0 )
{
memcpy ( & lastNow , & creationTime , sizeof ( __int64 ) ) ;
}
memcpy ( & totalTime , & userTime , sizeof ( __int64 ) ) ;
memcpy ( & now , & kernelTime , sizeof ( __int64 ) ) ;
totalTime + = now ;
memcpy ( & now , & nowTime , sizeof ( __int64 ) ) ;
m_fCPUPercent = ( double ) ( totalTime - lastTotalTime ) / ( double ) ( now - lastNow ) ;
// now save this away for next time
if ( curtime > lastAvg + 5 )
// only do it every 5 seconds, so we keep a moving average
{
memcpy ( & lastNow , & nowTime , sizeof ( __int64 ) ) ;
memcpy ( & lastTotalTime , & totalTime , sizeof ( __int64 ) ) ;
lastAvg = m_fLastCPUCheckTime ;
}
# elif defined ( POSIX )
static struct rusage s_lastUsage ;
static float s_lastAvg = 0 ;
struct rusage currentUsage ;
if ( getrusage ( RUSAGE_SELF , & currentUsage ) = = 0 )
{
double flTimeDiff = ( double ) ( currentUsage . ru_utime . tv_sec - s_lastUsage . ru_utime . tv_sec ) +
( double ) ( ( currentUsage . ru_utime . tv_usec - s_lastUsage . ru_utime . tv_usec ) / 1000000 ) ;
m_fCPUPercent = flTimeDiff / ( m_fLastCPUCheckTime - s_lastAvg ) ;
// now save this away for next time
if ( m_fLastCPUCheckTime > s_lastAvg + 5 )
{
s_lastUsage = currentUsage ;
s_lastAvg = m_fLastCPUCheckTime ;
}
}
// limit checking :)
if ( m_fCPUPercent > 0.9999 )
m_fCPUPercent = 0.9999 ;
if ( m_fCPUPercent < 0 )
m_fCPUPercent = 0 ;
# else
# error
# endif
m_fLastCPUCheckTime = curtime ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Prepare for level transition, etc.
//-----------------------------------------------------------------------------
void CBaseServer : : InactivateClients ( void )
{
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
// Fake clients get killed in here.
# if defined( REPLAY_ENABLED )
if ( cl - > IsFakeClient ( ) & & ! cl - > IsHLTV ( ) & & ! cl - > IsReplay ( ) )
# else
if ( cl - > IsFakeClient ( ) & & ! cl - > IsHLTV ( ) )
# endif
{
// If we don't do this, it'll have a bunch of extra steam IDs for unauthenticated users.
Steam3Server ( ) . NotifyClientDisconnect ( cl ) ;
cl - > Clear ( ) ;
continue ;
}
else if ( ! cl - > IsConnected ( ) )
{
continue ;
}
cl - > Inactivate ( ) ;
}
}
void CBaseServer : : ReconnectClients ( void )
{
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
if ( cl - > IsConnected ( ) )
{
cl - > m_nSignonState = SIGNONSTATE_CONNECTED ;
NET_SignonState signon ( cl - > m_nSignonState , - 1 ) ;
cl - > SendNetMsg ( signon ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = =
SV_CheckTimeouts
If a packet has not been received from a client in sv_timeout . GetFloat ( )
seconds , drop the conneciton .
When a client is normally dropped , the CSVClient goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
= = = = = = = = = = = = = = = = = =
*/
void CBaseServer : : CheckTimeouts ( void )
{
VPROF_BUDGET ( " CBaseServer::CheckTimeouts " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
// Don't timeout in _DEBUG builds
int i ;
# if !defined( _DEBUG )
for ( i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
IClient * cl = m_Clients [ i ] ;
if ( cl - > IsFakeClient ( ) | | ! cl - > IsConnected ( ) )
continue ;
INetChannel * netchan = cl - > GetNetChannel ( ) ;
if ( ! netchan )
continue ;
if ( netchan - > IsTimedOut ( ) )
{
cl - > Disconnect ( CLIENTNAME_TIMED_OUT , cl - > GetClientName ( ) ) ;
}
}
# endif
for ( i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
IClient * cl = m_Clients [ i ] ;
if ( cl - > IsFakeClient ( ) | | ! cl - > IsConnected ( ) )
continue ;
if ( cl - > GetNetChannel ( ) & & cl - > GetNetChannel ( ) - > IsOverflowed ( ) )
{
cl - > Disconnect ( " Client %d overflowed reliable channel. " , i ) ;
}
}
}
// ==================
// check if clients update thier user setting (convars) and call
// ==================
void CBaseServer : : UpdateUserSettings ( void )
{
VPROF_BUDGET ( " CBaseServer::UpdateUserSettings " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
cl - > CheckFlushNameChange ( ) ;
if ( cl - > m_bConVarsChanged )
{
cl - > UpdateUserSettings ( ) ;
}
}
}
// ==================
// check if clients need the serverinfo packet sent
// ==================
void CBaseServer : : SendPendingServerInfo ( )
{
VPROF_BUDGET ( " CBaseServer::SendPendingServerInfo " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
if ( cl - > m_bSendServerInfo )
{
cl - > SendServerInfo ( ) ;
}
}
}
// compresses a packed entity, returns data & bits
const char * CBaseServer : : CompressPackedEntity ( ServerClass * pServerClass , const char * data , int & bits )
{
ALIGN4 static char s_packedData [ MAX_PACKEDENTITY_DATA ] ALIGN4_POST ;
bf_write writeBuf ( " CompressPackedEntity " , s_packedData , sizeof ( s_packedData ) ) ;
const void * pBaselineData = NULL ;
int nBaselineBits = 0 ;
Assert ( pServerClass ! = NULL ) ;
GetClassBaseline ( pServerClass , & pBaselineData , & nBaselineBits ) ;
nBaselineBits * = 8 ;
Assert ( pBaselineData ! = NULL ) ;
SendTable_WriteAllDeltaProps (
pServerClass - > m_pTable ,
pBaselineData ,
nBaselineBits ,
data ,
bits ,
- 1 ,
& writeBuf ) ;
//overwrite in bits with out bits
bits = writeBuf . GetNumBitsWritten ( ) ;
return s_packedData ;
}
// uncompresses a
const char * CBaseServer : : UncompressPackedEntity ( PackedEntity * pPackedEntity , int & bits )
{
UnpackedDataCache_t * pdc = framesnapshotmanager - > GetCachedUncompressedEntity ( pPackedEntity ) ;
if ( pdc - > bits > 0 )
{
// found valid uncompressed version in cache
bits = pdc - > bits ;
return pdc - > data ;
}
// not in cache, so uncompress it
const void * pBaseline ;
int nBaselineBytes = 0 ;
GetClassBaseline ( pPackedEntity - > m_pServerClass , & pBaseline , & nBaselineBytes ) ;
Assert ( pBaseline ! = NULL ) ;
// store this baseline in u.m_pUpdateBaselines
bf_read oldBuf ( " UncompressPackedEntity1 " , pBaseline , nBaselineBytes ) ;
bf_read newBuf ( " UncompressPackedEntity2 " , pPackedEntity - > GetData ( ) , Bits2Bytes ( pPackedEntity - > GetNumBits ( ) ) ) ;
bf_write outBuf ( " UncompressPackedEntity3 " , pdc - > data , MAX_PACKEDENTITY_DATA ) ;
Assert ( pPackedEntity - > m_pClientClass ) ;
RecvTable_MergeDeltas (
pPackedEntity - > m_pClientClass - > m_pRecvTable ,
& oldBuf ,
& newBuf ,
& outBuf ) ;
bits = pdc - > bits = outBuf . GetNumBitsWritten ( ) ;
return pdc - > data ;
}
/*
= = = = = = = = = = = = = = = =
SV_CheckProtocol
Make sure connecting client is using proper protocol
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : CheckProtocol ( netadr_t & adr , int nProtocol , int clientChallenge )
{
if ( nProtocol ! = PROTOCOL_VERSION )
{
// Client is newer than server
if ( nProtocol > PROTOCOL_VERSION )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectOldProtocol " ) ;
}
else
// Server is newer than client
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectNewProtocol " ) ;
}
return false ;
}
// Success
return true ;
}
/*
= = = = = = = = = = = = = = = =
SV_CheckKeyInfo
Determine if client is outside appropriate address range
= = = = = = = = = = = = = = = =
*/
bool CBaseServer : : CheckChallengeType ( CBaseClient * client , int nNewUserID , netadr_t & adr , int nAuthProtocol , const char * pchLogonCookie , int cbCookie , int clientChallenge )
{
if ( AllowDebugDedicatedServerOutsideSteam ( ) )
return true ;
// Check protocol ID
if ( ( nAuthProtocol < = 0 ) | | ( nAuthProtocol > PROTOCOL_LASTVALID ) )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectInvalidConnection " ) ;
return false ;
}
#if 0
if ( ( nAuthProtocol = = PROTOCOL_HASHEDCDKEY ) & & ( Q_strlen ( pchLogonCookie ) < = 0 | | Q_strlen ( pchLogonCookie ) ! = 32 ) )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectInvalidCertLen " ) ;
return false ;
}
# endif
Assert ( ! IsReplay ( ) ) ;
if ( IsHLTV ( ) )
{
// Don't authenticate spectators or add them to the
// player list in the singleton Steam3Server()
Assert ( nAuthProtocol = = PROTOCOL_HASHEDCDKEY ) ;
Assert ( ! client - > m_SteamID . IsValid ( ) ) ;
}
else if ( nAuthProtocol = = PROTOCOL_STEAM )
{
// Dev hack to allow 360/Steam PC cross platform play
// int ip0 = 207;
// int ip1 = 173;
// int ip2 = 179;
// int ip3Min = 230;
// int ip3Max = 245;
//
// if ( adr.ip[0] == ip0 &&
// adr.ip[1] == ip1 &&
// adr.ip[2] == ip2 &&
// adr.ip[3] >= ip3Min &&
// adr.ip[3] <= ip3Max )
// {
// return true;
// }
client - > SetSteamID ( CSteamID ( ) ) ; // set an invalid SteamID
// Convert raw certificate back into data
/* if ( cbCookie <= 0 || cbCookie >= STEAM_KEYSIZE )
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectInvalidSteamCertLen " ) ;
return false ;
} */
netadr_t checkAdr = adr ;
if ( adr . GetType ( ) = = NA_LOOPBACK | | adr . IsLocalhost ( ) )
{
checkAdr . SetIP ( net_local_adr . GetIPHostByteOrder ( ) ) ;
}
#if 0
if ( ! Steam3Server ( ) . NotifyClientConnect ( client , nNewUserID , checkAdr , pchLogonCookie , cbCookie )
& & ! Steam3Server ( ) . BLanOnly ( ) ) // the userID isn't alloc'd yet so we need to fill it in manually
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectSteam " ) ;
return false ;
}
# endif
//
// Any rejections below this must call SendUserDisconnect
//
// Now that we have auth'd with steam, client->GetSteamID() is now valid and we can verify against the GC lobby
bool bHasGCLobby = g_iServerGameDLLVersion > = 8 & & serverGameDLL - > GetServerGCLobby ( ) ;
if ( bHasGCLobby )
{
if ( ! serverGameDLL - > GetServerGCLobby ( ) - > SteamIDAllowedToConnect ( client - > m_SteamID ) )
{
ISteamGameServer * pSteamGameServer = Steam3Server ( ) . SteamGameServer ( ) ;
if ( pSteamGameServer )
pSteamGameServer - > SendUserDisconnect ( client - > m_SteamID ) ;
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectMustUseMatchmaking " ) ;
return false ;
}
}
}
else
{
if ( ! Steam3Server ( ) . NotifyLocalClientConnect ( client ) ) // the userID isn't alloc'd yet so we need to fill it in manually
{
RejectConnection ( adr , clientChallenge , " #GameUI_ServerRejectGS " ) ;
return false ;
}
}
return true ;
}
bool CBaseServer : : CheckIPRestrictions ( const netadr_t & adr , int nAuthProtocol )
{
// Determine if client is outside appropriate address range
if ( adr . IsLoopback ( ) )
return true ;
// X360TBD: network
if ( IsX360 ( ) )
return true ;
// allow other users if they're on the same ip range
if ( Steam3Server ( ) . BLanOnly ( ) )
{
// allow connection, if client is in the same subnet
if ( adr . CompareClassBAdr ( net_local_adr ) )
return true ;
// allow connection, if client has a private IP
if ( adr . IsReservedAdr ( ) )
return true ;
// reject connection
return false ;
}
return true ;
}
void CBaseServer : : SetMasterServerRulesDirty ( )
{
m_bMasterServerRulesDirty = true ;
}
bool CBaseServer : : CheckPassword ( netadr_t & adr , const char * password , const char * name )
{
const char * server_password = GetPassword ( ) ;
if ( ! server_password )
return true ; // no password set
if ( adr . IsLocalhost ( ) | | adr . IsLoopback ( ) )
{
return true ; // local client can always connect
}
int iServerPassLen = Q_strlen ( server_password ) ;
if ( iServerPassLen ! = Q_strlen ( password ) )
{
return false ; // different length cannot be equal
}
if ( Q_strncmp ( password , server_password , iServerPassLen ) = = 0 )
{
return true ; // passwords are equal
}
return false ; // all test failed
}
float CBaseServer : : GetTime ( ) const
{
return m_nTickCount * m_flTickInterval ;
}
float CBaseServer : : GetFinalTickTime ( ) const
{
return ( m_nTickCount + ( host_frameticks - host_currentframetick ) ) * m_flTickInterval ;
}
void CBaseServer : : DisconnectClient ( IClient * client , const char * reason )
{
client - > Disconnect ( reason ) ;
}
void CBaseServer : : Clear ( void )
{
if ( m_StringTables )
{
m_StringTables - > RemoveAllTables ( ) ;
m_StringTables = NULL ;
}
m_pInstanceBaselineTable = NULL ;
m_pLightStyleTable = NULL ;
m_pUserInfoTable = NULL ;
m_pServerStartupTable = NULL ;
m_State = ss_dead ;
m_nTickCount = 0 ;
Q_memset ( m_szMapname , 0 , sizeof ( m_szMapname ) ) ;
Q_memset ( m_szSkyname , 0 , sizeof ( m_szSkyname ) ) ;
V_memset ( worldmapMD5 . bits , 0 , MD5_DIGEST_LENGTH ) ;
MEM_ALLOC_CREDIT ( ) ;
// Use a different limit on the signon buffer, so we can save some memory in SP (for xbox).
if ( IsMultiplayer ( ) | | IsDedicated ( ) )
{
m_SignonBuffer . EnsureCapacity ( NET_MAX_PAYLOAD ) ;
}
else
{
m_SignonBuffer . EnsureCapacity ( 16384 ) ;
}
m_Signon . StartWriting ( m_SignonBuffer . Base ( ) , m_SignonBuffer . Count ( ) ) ;
m_Signon . SetDebugName ( " m_Signon " ) ;
serverclasses = 0 ;
serverclassbits = 0 ;
m_LastRandomNonce = m_CurrentRandomNonce = 0 ;
m_flPausedTimeEnd = - 1.f ;
}
/*
= = = = = = = = = = = = = = = =
SV_RejectConnection
Rejects connection request and sends back a message
= = = = = = = = = = = = = = = =
*/
void CBaseServer : : RejectConnection ( const netadr_t & adr , int clientChallenge , const char * s )
{
ALIGN4 char msg_buffer [ MAX_ROUTABLE_PAYLOAD ] ALIGN4_POST ;
bf_write msg ( msg_buffer , sizeof ( msg_buffer ) ) ;
msg . WriteLong ( CONNECTIONLESS_HEADER ) ;
msg . WriteByte ( S2C_CONNREJECT ) ;
msg . WriteLong ( clientChallenge ) ;
msg . WriteString ( s ) ;
NET_SendPacket ( NULL , m_Socket , adr , msg . GetData ( ) , msg . GetNumBytesWritten ( ) ) ;
}
void CBaseServer : : SetPaused ( bool paused )
{
if ( ! IsPausable ( ) )
{
return ;
}
if ( ! IsActive ( ) )
return ;
if ( paused )
{
m_State = ss_paused ;
}
else
{
m_State = ss_active ;
}
SVC_SetPause setpause ( paused ) ;
BroadcastMessage ( setpause ) ;
}
//-----------------------------------------------------------------------------
// Purpose: General initialization of the server
//-----------------------------------------------------------------------------
void CBaseServer : : Init ( bool bIsDedicated )
{
m_nMaxclients = 0 ;
m_nSpawnCount = 0 ;
m_nUserid = 1 ;
m_nNumConnections = 0 ;
m_bIsDedicated = bIsDedicated ;
m_Socket = NS_SERVER ;
m_Signon . SetDebugName ( " m_Signon " ) ;
g_pCVar - > InstallGlobalChangeCallback ( ServerNotifyVarChangeCallback ) ;
SetMasterServerRulesDirty ( ) ;
Clear ( ) ;
}
INetworkStringTable * CBaseServer : : GetInstanceBaselineTable ( void )
{
if ( m_pInstanceBaselineTable = = NULL )
{
m_pInstanceBaselineTable = m_StringTables - > FindTable ( INSTANCE_BASELINE_TABLENAME ) ;
}
return m_pInstanceBaselineTable ;
}
INetworkStringTable * CBaseServer : : GetLightStyleTable ( void )
{
if ( m_pLightStyleTable = = NULL )
{
m_pLightStyleTable = m_StringTables - > FindTable ( LIGHT_STYLES_TABLENAME ) ;
}
return m_pLightStyleTable ;
}
INetworkStringTable * CBaseServer : : GetUserInfoTable ( void )
{
if ( m_pUserInfoTable = = NULL )
{
if ( m_StringTables = = NULL )
{
return NULL ;
}
m_pUserInfoTable = m_StringTables - > FindTable ( USER_INFO_TABLENAME ) ;
}
return m_pUserInfoTable ;
}
bool CBaseServer : : GetClassBaseline ( ServerClass * pClass , void const * * pData , int * pDatalen )
{
if ( sv_instancebaselines . GetInt ( ) )
{
ErrorIfNot ( pClass - > m_InstanceBaselineIndex ! = INVALID_STRING_INDEX ,
( " SV_GetInstanceBaseline: missing instance baseline for class '%s' " , pClass - > m_pNetworkName )
) ;
AUTO_LOCK ( g_svInstanceBaselineMutex ) ;
* pData = GetInstanceBaselineTable ( ) - > GetStringUserData (
pClass - > m_InstanceBaselineIndex ,
pDatalen ) ;
return * pData ! = NULL ;
}
else
{
static char dummy [ 1 ] = { 0 } ;
* pData = dummy ;
* pDatalen = 1 ;
return true ;
}
}
bool CBaseServer : : ShouldUpdateMasterServer ( )
{
// If the game server itself is ever running, then it's the one who gets to update the master server.
// (SourceTV will not update it in this case).
return true ;
}
void CBaseServer : : CheckMasterServerRequestRestart ( )
{
if ( ! Steam3Server ( ) . SteamGameServer ( ) | | ! Steam3Server ( ) . SteamGameServer ( ) - > WasRestartRequested ( ) )
return ;
// Connection was rejected by the HLMaster (out of date version)
// hack, vgui console looks for this string;
Msg ( " %cMasterRequestRestart \n " , 3 ) ;
# ifndef _WIN32
if ( CommandLine ( ) - > FindParm ( AUTO_RESTART ) )
{
Msg ( " Your server will be restarted on map change. \n " ) ;
Log ( " Your server will be restarted on map change. \n " ) ;
SetRestartOnLevelChange ( true ) ;
}
# endif
if ( sv . IsDedicated ( ) ) // under linux assume steam
{
Msg ( " Your server needs to be restarted in order to receive the latest update. \n " ) ;
Log ( " Your server needs to be restarted in order to receive the latest update. \n " ) ;
}
else
{
Msg ( " Your server is out of date. Please update and restart. \n " ) ;
}
}
void CBaseServer : : UpdateMasterServer ( )
{
VPROF_BUDGET ( " CBaseServer::UpdateMasterServer " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
if ( ! ShouldUpdateMasterServer ( ) )
return ;
if ( ! Steam3Server ( ) . SteamGameServer ( ) )
return ;
// Only update every so often.
double flCurTime = Plat_FloatTime ( ) ;
if ( flCurTime - m_flLastMasterServerUpdateTime < MASTER_SERVER_UPDATE_INTERVAL )
return ;
m_flLastMasterServerUpdateTime = flCurTime ;
ForwardPacketsFromMasterServerUpdater ( ) ;
CheckMasterServerRequestRestart ( ) ;
if ( NET_IsDedicated ( ) & & sv_region . GetInt ( ) = = - 1 )
{
sv_region . SetValue ( 255 ) ; // HACK!HACK! undo me once we want to enforce regions
//Log_Printf( "You must set sv_region in your server.cfg or use +sv_region on the command line\n" );
//Con_Printf( "You must set sv_region in your server.cfg or use +sv_region on the command line\n" );
//Cbuf_AddText( "quit\n" );
//return;
}
static bool bUpdateMasterServers = ! CommandLine ( ) - > FindParm ( " -nomaster " ) ;
if ( ! bUpdateMasterServers )
return ;
bool bActive = IsActive ( ) & & IsMultiplayer ( ) ;
if ( serverGameDLL & & serverGameDLL - > ShouldHideServer ( ) )
bActive = false ;
Steam3Server ( ) . SteamGameServer ( ) - > EnableHeartbeats ( bActive ) ;
if ( ! bActive )
return ;
UpdateMasterServerRules ( ) ;
UpdateMasterServerPlayers ( ) ;
Steam3Server ( ) . SendUpdatedServerDetails ( ) ;
}
void CBaseServer : : UpdateMasterServerRules ( )
{
// Only do this if the rules vars are dirty.
if ( ! m_bMasterServerRulesDirty )
return ;
ISteamGameServer * pUpdater = Steam3Server ( ) . SteamGameServer ( ) ;
if ( ! pUpdater )
return ;
pUpdater - > ClearAllKeyValues ( ) ;
// Need to respond with game directory, game name, and any server variables that have been set that
// effect rules. Also, probably need a hook into the .dll to respond with additional rule information.
ConCommandBase * var ;
for ( var = g_pCVar - > GetCommands ( ) ; var ; var = var - > GetNext ( ) )
{
if ( ! ( var - > IsFlagSet ( FCVAR_NOTIFY ) ) )
continue ;
if ( var - > IsCommand ( ) )
continue ;
ConVar * pConVar = static_cast < ConVar * > ( var ) ;
if ( ! pConVar )
continue ;
SetMasterServerKeyValue ( pUpdater , pConVar ) ;
}
if ( Steam3Server ( ) . SteamGameServer ( ) )
{
RecalculateTags ( ) ;
}
// Ok.. it's all updated, only send incremental updates now until we decide they're all dirty.
m_bMasterServerRulesDirty = false ;
}
void CBaseServer : : ForwardPacketsFromMasterServerUpdater ( )
{
ISteamGameServer * p = Steam3Server ( ) . SteamGameServer ( ) ;
if ( ! p )
return ;
while ( 1 )
{
uint32 netadrAddress ;
uint16 netadrPort ;
unsigned char packetData [ 16 * 1024 ] ;
int len = p - > GetNextOutgoingPacket ( packetData , sizeof ( packetData ) , & netadrAddress , & netadrPort ) ;
if ( len < = 0 )
break ;
// Send this packet for them..
netadr_t adr ( netadrAddress , netadrPort ) ;
NET_SendPacket ( NULL , m_Socket , adr , packetData , len ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
SV_ReadPackets
Read ' s packets from clients and executes messages as appropriate .
= = = = = = = = = = = = = = = = =
*/
void CBaseServer : : RunFrame ( void )
{
VPROF_BUDGET ( " CBaseServer::RunFrame " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " CBaseServer::RunFrame " ) ;
NET_ProcessSocket ( m_Socket , this ) ;
# ifdef LINUX
// Process the linux sv lan port if it's open.
if ( NET_GetUDPPort ( NS_SVLAN ) )
NET_ProcessSocket ( NS_SVLAN , this ) ;
# endif
CheckTimeouts ( ) ; // drop clients that timeed out
UpdateUserSettings ( ) ; // update client settings
SendPendingServerInfo ( ) ; // send outstanding signon packets after ALL user settings have been updated
CalculateCPUUsage ( ) ; // update CPU usage
UpdateMasterServer ( ) ;
if ( m_flLastRandomNumberGenerationTime < 0 | | ( m_flLastRandomNumberGenerationTime + CHALLENGE_NONCE_LIFETIME ) < g_ServerGlobalVariables . realtime )
{
m_LastRandomNonce = m_CurrentRandomNonce ;
// RandomInt maps a uniform distribution on the interval [0,INT_MAX], so make two calls to get the random number.
// RandomInt will always return the minimum value if the difference in min and max is greater than or equal to INT_MAX.
m_CurrentRandomNonce = ( ( ( uint32 ) RandomInt ( 0 , 0xFFFF ) ) < < 16 ) | RandomInt ( 0 , 0xFFFF ) ;
m_flLastRandomNumberGenerationTime = g_ServerGlobalVariables . realtime ;
}
// Timed pause - resume game when time expires
if ( m_flPausedTimeEnd > = 0.f & & m_State = = ss_paused & & Sys_FloatTime ( ) > = m_flPausedTimeEnd )
{
SetPausedForced ( false ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *adr -
// *pslot -
// **ppClient -
// Output : int
//-----------------------------------------------------------------------------
CBaseClient * CBaseServer : : GetFreeClient ( netadr_t & adr )
{
CBaseClient * freeclient = NULL ;
for ( int slot = 0 ; slot < m_Clients . Count ( ) ; slot + + )
{
CBaseClient * client = m_Clients [ slot ] ;
if ( client - > IsFakeClient ( ) )
continue ;
if ( client - > IsConnected ( ) )
{
if ( adr . CompareAdr ( client - > m_NetChannel - > GetRemoteAddress ( ) ) )
{
ConMsg ( " %s:reconnect \n " , adr . ToString ( ) ) ;
RemoveClientFromGame ( client ) ;
// perform a silent netchannel shutdown, don't send disconnect msg
client - > m_NetChannel - > Shutdown ( NULL ) ;
client - > m_NetChannel = NULL ;
client - > Clear ( ) ;
return client ;
}
}
else
{
// use first found free slot
if ( ! freeclient )
{
freeclient = client ;
}
}
}
if ( ! freeclient )
{
int count = m_Clients . Count ( ) ;
if ( count > = m_nMaxclients )
{
return NULL ; // server full
}
// we have to create a new client slot
freeclient = CreateNewClient ( count ) ;
m_Clients . AddToTail ( freeclient ) ;
}
// Success
return freeclient ;
}
void CBaseServer : : SendClientMessages ( bool bSendSnapshots )
{
VPROF_BUDGET ( " SendClientMessages " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * client = m_Clients [ i ] ;
// Update Host client send state...
if ( ! client - > ShouldSendMessages ( ) )
continue ;
// Connected, but inactive, just send reliable, sequenced info.
if ( client - > m_NetChannel )
{
client - > m_NetChannel - > Transmit ( ) ;
client - > UpdateSendState ( ) ;
}
else
{
Msg ( " Client has no netchannel. \n " ) ;
}
}
}
CBaseClient * CBaseServer : : CreateFakeClient ( const char * name )
{
netadr_t adr ; // it's an empty address
CBaseClient * fakeclient = GetFreeClient ( adr ) ;
if ( ! fakeclient )
{
// server is full
return NULL ;
}
INetChannel * netchan = NULL ;
if ( sv_stressbots . GetBool ( ) )
{
netadr_t adrNull ( 0 , 0 ) ; // 0.0.0.0:0 signifies a bot. It'll plumb all the way down to winsock calls but it won't make them.
netchan = NET_CreateNetChannel ( m_Socket , & adrNull , adrNull . ToString ( ) , fakeclient , true ) ;
}
// a NULL netchannel signals a fakeclient
m_nUserid = GetNextUserID ( ) ;
m_nNumConnections + + ;
fakeclient - > SetReportThisFakeClient ( m_bReportNewFakeClients ) ;
fakeclient - > Connect ( name , m_nUserid , netchan , true , 0 ) ;
// fake some cvar settings
//fakeclient->SetUserCVar( "name", name ); // set already by Connect()
fakeclient - > SetUserCVar ( " rate " , " 30000 " ) ;
fakeclient - > SetUserCVar ( " cl_updaterate " , " 20 " ) ;
fakeclient - > SetUserCVar ( " cl_interp_ratio " , " 1.0 " ) ;
fakeclient - > SetUserCVar ( " cl_interp " , " 0.1 " ) ;
fakeclient - > SetUserCVar ( " cl_interpolate " , " 0 " ) ;
fakeclient - > SetUserCVar ( " cl_predict " , " 1 " ) ;
fakeclient - > SetUserCVar ( " cl_predictweapons " , " 1 " ) ;
fakeclient - > SetUserCVar ( " cl_lagcompensation " , " 1 " ) ;
fakeclient - > SetUserCVar ( " closecaption " , " 0 " ) ;
fakeclient - > SetUserCVar ( " english " , " 1 " ) ;
fakeclient - > SetUserCVar ( " cl_clanid " , " 0 " ) ;
fakeclient - > SetUserCVar ( " cl_team " , " blue " ) ;
fakeclient - > SetUserCVar ( " hud_classautokill " , " 1 " ) ;
fakeclient - > SetUserCVar ( " tf_medigun_autoheal " , " 0 " ) ;
fakeclient - > SetUserCVar ( " cl_autorezoom " , " 1 " ) ;
fakeclient - > SetUserCVar ( " fov_desired " , " 75 " ) ;
fakeclient - > SetUserCVar ( " tf_remember_lastswitched " , " 0 " ) ;
fakeclient - > SetUserCVar ( " cl_autoreload " , " 0 " ) ;
fakeclient - > SetUserCVar ( " tf_remember_activeweapon " , " 0 " ) ;
fakeclient - > SetUserCVar ( " hud_combattext " , " 0 " ) ;
fakeclient - > SetUserCVar ( " cl_flipviewmodels " , " 0 " ) ;
// create client in game.dll
fakeclient - > ActivatePlayer ( ) ;
fakeclient - > m_nSignonTick = m_nTickCount ;
return fakeclient ;
}
void CBaseServer : : Shutdown ( void )
{
if ( ! IsActive ( ) )
return ;
m_State = ss_dead ;
// Only drop clients if we have not cleared out entity data prior to this.
for ( int i = m_Clients . Count ( ) - 1 ; i > = 0 ; i - - )
{
CBaseClient * cl = m_Clients [ i ] ;
if ( cl - > IsConnected ( ) )
{
cl - > Disconnect ( " Server shutting down " ) ;
}
else
{
// free any memory do this out side here in case the reason the server is shutting down
// is because the listen server client typed disconnect, in which case we won't call
// cl->DropClient, but the client might have some frame snapshot references left over, etc.
cl - > Clear ( ) ;
}
delete cl ;
m_Clients . Remove ( i ) ;
}
// Let drop messages go out
Sys_Sleep ( 100 ) ;
// clear everything
Clear ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Sends text to all active clients
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CBaseServer : : BroadcastPrintf ( const char * fmt , . . . )
{
va_list argptr ;
char string [ 1024 ] ;
va_start ( argptr , fmt ) ;
Q_vsnprintf ( string , sizeof ( string ) , fmt , argptr ) ;
va_end ( argptr ) ;
SVC_Print print ( string ) ;
BroadcastMessage ( print ) ;
}
void CBaseServer : : BroadcastMessage ( INetMessage & msg , bool onlyActive , bool reliable )
{
for ( int i = 0 ; i < m_Clients . Count ( ) ; i + + )
{
CBaseClient * cl = m_Clients [ i ] ;
if ( ( onlyActive & & ! cl - > IsActive ( ) ) | | ! cl - > IsSpawned ( ) )
{
continue ;
}
if ( ! cl - > SendNetMsg ( msg , reliable ) )
{
if ( msg . IsReliable ( ) | | reliable )
{
DevMsg ( " BroadcastMessage: Reliable broadcast message overflow for client %s " , cl - > GetClientName ( ) ) ;
}
}
}
}
void CBaseServer : : BroadcastMessage ( INetMessage & msg , IRecipientFilter & filter )
{
if ( filter . IsInitMessage ( ) )
{
// This really only applies to the first player to connect, but that works in single player well enought
if ( IsActive ( ) )
{
ConDMsg ( " SV_BroadcastMessage: Init message being created after signon buffer has been transmitted \n " ) ;
}
if ( ! msg . WriteToBuffer ( m_Signon ) )
{
Sys_Error ( " SV_BroadcastMessage: Init message would overflow signon buffer! \n " ) ;
return ;
}
}
else
{
msg . SetReliable ( filter . IsReliable ( ) ) ;
int num = filter . GetRecipientCount ( ) ;
for ( int i = 0 ; i < num ; i + + )
{
int index = filter . GetRecipientIndex ( i ) ;
if ( index < 1 | | index > m_Clients . Count ( ) )
{
Msg ( " SV_BroadcastMessage: Recipient Filter for message type %i (reliable: %s, init: %s) with bogus client index (%i) in list of %i clients \n " ,
msg . GetType ( ) ,
filter . IsReliable ( ) ? " yes " : " no " ,
filter . IsInitMessage ( ) ? " yes " : " no " ,
index , num ) ;
if ( msg . IsReliable ( ) )
Host_Error ( " Reliable message (type %i) discarded. " , msg . GetType ( ) ) ;
continue ;
}
CBaseClient * cl = m_Clients [ index - 1 ] ;
if ( ! cl - > IsSpawned ( ) )
{
continue ;
}
if ( ! cl - > SendNetMsg ( msg ) )
{
if ( msg . IsReliable ( ) )
{
DevMsg ( " BroadcastMessage: Reliable filter message overflow for client %s " , cl - > GetClientName ( ) ) ;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Writes events to the client's network buffer
// Input : *cl -
// *pack -
// *msg -
//-----------------------------------------------------------------------------
static ConVar sv_debugtempentities ( " sv_debugtempentities " , " 0 " , 0 , " Show temp entity bandwidth usage. " ) ;
static bool CEventInfo_LessFunc ( CEventInfo * const & lhs , CEventInfo * const & rhs )
{
return lhs - > classID < rhs - > classID ;
}
void CBaseServer : : WriteTempEntities ( CBaseClient * client , CFrameSnapshot * pCurrentSnapshot , CFrameSnapshot * pLastSnapshot , bf_write & buf , int ev_max )
{
VPROF_BUDGET ( " CBaseServer::WriteTempEntities " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
ALIGN4 char data [ NET_MAX_PAYLOAD ] ALIGN4_POST ;
SVC_TempEntities msg ;
msg . m_DataOut . StartWriting ( data , sizeof ( data ) ) ;
bf_write & buffer = msg . m_DataOut ; // shortcut
CFrameSnapshot * pSnapshot ;
CEventInfo * pLastEvent = NULL ;
bool bDebug = sv_debugtempentities . GetBool ( ) ;
// limit max entities to field bit length
ev_max = min ( ev_max , ( ( 1 < < CEventInfo : : EVENT_INDEX_BITS ) - 1 ) ) ;
if ( pLastSnapshot )
{
pSnapshot = pLastSnapshot - > NextSnapshot ( ) ;
}
else
{
pSnapshot = pCurrentSnapshot ;
}
CUtlRBTree < CEventInfo * > sorted ( 0 , ev_max , CEventInfo_LessFunc ) ;
// Build list of events sorted by send table classID (makes the delta work better in cases with a lot of the same message type )
while ( pSnapshot & & ( ( int ) sorted . Count ( ) < ev_max ) )
{
for ( int i = 0 ; i < pSnapshot - > m_nTempEntities ; + + i )
{
CEventInfo * event = pSnapshot - > m_pTempEntities [ i ] ;
if ( client - > IgnoreTempEntity ( event ) )
continue ; // event is not seen by this player
sorted . Insert ( event ) ;
// More space still
if ( ( int ) sorted . Count ( ) > = ev_max )
break ;
}
// stop, we reached our current snapshot
if ( pSnapshot = = pCurrentSnapshot )
break ;
// got to next snapshot
pSnapshot = framesnapshotmanager - > NextSnapshot ( pSnapshot ) ;
}
if ( sorted . Count ( ) < = 0 )
return ;
for ( int i = sorted . FirstInorder ( ) ;
i ! = sorted . InvalidIndex ( ) ;
i = sorted . NextInorder ( i ) )
{
CEventInfo * event = sorted [ i ] ;
if ( event - > fire_delay = = 0.0f )
{
buffer . WriteOneBit ( 0 ) ;
}
else
{
buffer . WriteOneBit ( 1 ) ;
buffer . WriteSBitLong ( event - > fire_delay * 100.0f , 8 ) ;
}
if ( pLastEvent & &
pLastEvent - > classID = = event - > classID )
{
buffer . WriteOneBit ( 0 ) ; // delta against last temp entity
int startBit = bDebug ? buffer . GetNumBitsWritten ( ) : 0 ;
SendTable_WriteAllDeltaProps ( event - > pSendTable ,
pLastEvent - > pData ,
pLastEvent - > bits ,
event - > pData ,
event - > bits ,
- 1 ,
& buffer ) ;
if ( bDebug )
{
int length = buffer . GetNumBitsWritten ( ) - startBit ;
DevMsg ( " TE %s delta bits: %i \n " , event - > pSendTable - > GetName ( ) , length ) ;
}
}
else
{
// full update, just compressed against zeros in MP
buffer . WriteOneBit ( 1 ) ;
int startBit = bDebug ? buffer . GetNumBitsWritten ( ) : 0 ;
buffer . WriteUBitLong ( event - > classID , GetClassBits ( ) ) ;
if ( IsMultiplayer ( ) )
{
SendTable_WriteAllDeltaProps ( event - > pSendTable ,
NULL , // will write only non-zero elements
0 ,
event - > pData ,
event - > bits ,
- 1 ,
& buffer ) ;
}
else
{
// write event with zero properties
buffer . WriteBits ( event - > pData , event - > bits ) ;
}
if ( bDebug )
{
int length = buffer . GetNumBitsWritten ( ) - startBit ;
DevMsg ( " TE %s full bits: %i \n " , event - > pSendTable - > GetName ( ) , length ) ;
}
}
if ( IsMultiplayer ( ) )
{
// in single player, don't used delta compression, lastEvent remains NULL
pLastEvent = event ;
}
}
// set num entries
msg . m_nNumEntries = sorted . Count ( ) ;
msg . WriteToBuffer ( buf ) ;
}
void CBaseServer : : SetMaxClients ( int number )
{
m_nMaxclients = clamp ( number , 1 , ABSOLUTE_PLAYER_LIMIT ) ;
}
extern ConVar tv_enable ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer : : RecalculateTags ( void )
{
if ( IsHLTV ( ) | | IsReplay ( ) )
return ;
// We're going to modify the sv_tags convar here, which will cause this to be called again. Prevent recursion.
static bool bRecalculatingTags = false ;
if ( bRecalculatingTags )
return ;
bRecalculatingTags = true ;
// Games without this interface will have no tagged cvars besides "increased_maxplayers"
if ( serverGameTags )
{
KeyValues * pKV = new KeyValues ( " GameTags " ) ;
serverGameTags - > GetTaggedConVarList ( pKV ) ;
KeyValues * p = pKV - > GetFirstSubKey ( ) ;
while ( p )
{
ConVar * pConVar = g_pCVar - > FindVar ( p - > GetString ( " convar " ) ) ;
if ( pConVar )
{
const char * pszDef = pConVar - > GetDefault ( ) ;
const char * pszCur = pConVar - > GetString ( ) ;
if ( Q_strcmp ( pszDef , pszCur ) )
{
AddTag ( p - > GetString ( " tag " ) ) ;
}
else
{
RemoveTag ( p - > GetString ( " tag " ) ) ;
}
}
p = p - > GetNextKey ( ) ;
}
pKV - > deleteThis ( ) ;
}
// Check maxplayers
int minmaxplayers = 1 ;
int maxmaxplayers = ABSOLUTE_PLAYER_LIMIT ;
int defaultmaxplayers = 1 ;
serverGameClients - > GetPlayerLimits ( minmaxplayers , maxmaxplayers , defaultmaxplayers ) ;
int nMaxReportedClients = GetMaxClients ( ) - GetNumProxies ( ) ;
if ( sv_visiblemaxplayers . GetInt ( ) > 0 & & sv_visiblemaxplayers . GetInt ( ) < nMaxReportedClients )
{
nMaxReportedClients = sv_visiblemaxplayers . GetInt ( ) ;
}
if ( nMaxReportedClients > defaultmaxplayers )
{
AddTag ( " increased_maxplayers " ) ;
}
else
{
RemoveTag ( " increased_maxplayers " ) ;
}
# if defined( REPLAY_ENABLED )
ConVarRef replay_enable ( " replay_enable " , true ) ;
if ( replay_enable . IsValid ( ) & & replay_enable . GetBool ( ) )
{
AddTag ( " replays " ) ;
}
else
{
RemoveTag ( " replays " ) ;
}
# endif
bRecalculatingTags = false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer : : AddTag ( const char * pszTag )
{
CUtlVector < char * > TagList ;
V_SplitString ( sv_tags . GetString ( ) , " , " , TagList ) ;
for ( int i = 0 ; i < TagList . Count ( ) ; i + + )
{
// Already in the tag list?
if ( ! Q_stricmp ( TagList [ i ] , pszTag ) )
return ;
}
TagList . PurgeAndDeleteElements ( ) ;
// Append it
char tmptags [ MAX_TAG_STRING_LENGTH ] ;
tmptags [ 0 ] = ' \0 ' ;
Q_strncpy ( tmptags , pszTag , MAX_TAG_STRING_LENGTH ) ;
Q_strncat ( tmptags , " , " , MAX_TAG_STRING_LENGTH ) ;
Q_strncat ( tmptags , sv_tags . GetString ( ) , MAX_TAG_STRING_LENGTH ) ;
sv_tags . SetValue ( tmptags ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer : : RemoveTag ( const char * pszTag )
{
const char * pszTags = sv_tags . GetString ( ) ;
if ( ! pszTags | | ! pszTags [ 0 ] )
return ;
char tmptags [ MAX_TAG_STRING_LENGTH ] ;
tmptags [ 0 ] = ' \0 ' ;
CUtlVector < char * > TagList ;
bool bFoundIt = false ;
V_SplitString ( sv_tags . GetString ( ) , " , " , TagList ) ;
for ( int i = 0 ; i < TagList . Count ( ) ; i + + )
{
// Keep any tags other than the specified one
if ( Q_stricmp ( TagList [ i ] , pszTag ) )
{
Q_strncat ( tmptags , TagList [ i ] , MAX_TAG_STRING_LENGTH ) ;
Q_strncat ( tmptags , " , " , MAX_TAG_STRING_LENGTH ) ;
}
else
{
bFoundIt = true ;
}
}
TagList . PurgeAndDeleteElements ( ) ;
// Didn't find it in our list?
if ( ! bFoundIt )
return ;
sv_tags . SetValue ( tmptags ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Server-only override (ignores sv_pausable). Can be on a timer.
//-----------------------------------------------------------------------------
void CBaseServer : : SetPausedForced ( bool bPaused , float flDuration /*= -1.f*/ )
{
if ( ! IsActive ( ) )
return ;
m_State = ( bPaused ) ? ss_paused : ss_active ;
m_flPausedTimeEnd = ( bPaused & & flDuration > 0.f ) ? Sys_FloatTime ( ) + flDuration : - 1.f ;
SVC_SetPauseTimed setpause ( bPaused , m_flPausedTimeEnd ) ;
BroadcastMessage ( setpause ) ;
}