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1682 lines
41 KiB
1682 lines
41 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#include "server_pch.h" |
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#include "framesnapshot.h" |
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#include "checksum_engine.h" |
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#include "sv_main.h" |
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#include "GameEventManager.h" |
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#include "networkstringtable.h" |
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#include "demo.h" |
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#include "PlayerState.h" |
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#include "tier0/vprof.h" |
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#include "sv_packedentities.h" |
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#include "LocalNetworkBackdoor.h" |
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#include "testscriptmgr.h" |
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#include "hltvserver.h" |
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#include "pr_edict.h" |
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#include "logofile_shared.h" |
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#include "dt_send_eng.h" |
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#include "sv_plugin.h" |
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#include "download.h" |
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#include "cmodel_engine.h" |
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#include "tier1/CommandBuffer.h" |
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#include "gl_cvars.h" |
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#if defined( REPLAY_ENABLED ) |
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#include "replayserver.h" |
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#include "replay_internal.h" |
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#endif |
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#include "tier2/tier2.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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extern CNetworkStringTableContainer *networkStringTableContainerServer; |
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static ConVar sv_timeout( "sv_timeout", "65", 0, "After this many seconds without a message from a client, the client is dropped" ); |
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static ConVar sv_maxrate( "sv_maxrate", "0", FCVAR_REPLICATED, "Max bandwidth rate allowed on server, 0 == unlimited" ); |
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static ConVar sv_minrate( "sv_minrate", "3500", FCVAR_REPLICATED, "Min bandwidth rate allowed on server, 0 == unlimited" ); |
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ConVar sv_maxupdaterate( "sv_maxupdaterate", "100", FCVAR_REPLICATED, "Maximum updates per second that the server will allow" ); |
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ConVar sv_minupdaterate( "sv_minupdaterate", "20", FCVAR_REPLICATED, "Minimum updates per second that the server will allow" ); |
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ConVar sv_stressbots("sv_stressbots", "0", FCVAR_DEVELOPMENTONLY, "If set to 1, the server calculates data and fills packets to bots. Used for perf testing."); |
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static ConVar sv_allowdownload ("sv_allowdownload", "1", 0, "Allow clients to download files"); |
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static ConVar sv_allowupload ("sv_allowupload", "1", 0, "Allow clients to upload customizations files"); |
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ConVar sv_sendtables ( "sv_sendtables", "0", FCVAR_DEVELOPMENTONLY, "Force full sendtable sending path." ); |
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extern ConVar sv_maxreplay; |
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extern ConVar tv_snapshotrate; |
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extern ConVar tv_transmitall; |
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extern ConVar sv_pure_kick_clients; |
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extern ConVar sv_pure_trace; |
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// static ConVar sv_failuretime( "sv_failuretime", "0.5", 0, "After this long without a packet from client, don't send any more until client starts sending again" ); |
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static const char * s_clcommands[] = |
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{ |
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"status", |
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"pause", |
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"setpause", |
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"unpause", |
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"ping", |
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"rpt_server_enable", |
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"rpt_client_enable", |
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#ifndef SWDS |
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"rpt", |
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"rpt_connect", |
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"rpt_password", |
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"rpt_screenshot", |
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"rpt_download_log", |
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#endif |
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NULL, |
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}; |
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// Used on the server and on the client to bound its cl_rate cvar. |
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int ClampClientRate( int nRate ) |
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{ |
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if ( sv_maxrate.GetInt() > 0 ) |
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{ |
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nRate = clamp( nRate, MIN_RATE, sv_maxrate.GetInt() ); |
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} |
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if ( sv_minrate.GetInt() > 0 ) |
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{ |
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nRate = clamp( nRate, sv_minrate.GetInt(), MAX_RATE ); |
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} |
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return nRate; |
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} |
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CGameClient::CGameClient(int slot, CBaseServer *pServer ) |
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{ |
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Clear(); |
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m_nClientSlot = slot; |
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m_nEntityIndex = slot+1; |
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m_Server = pServer; |
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m_pCurrentFrame = NULL; |
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m_bIsInReplayMode = false; |
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// NULL out data we'll never use. |
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memset( &m_PrevPackInfo, 0, sizeof( m_PrevPackInfo ) ); |
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m_PrevPackInfo.m_pTransmitEdict = &m_PrevTransmitEdict; |
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} |
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CGameClient::~CGameClient() |
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{ |
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} |
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bool CGameClient::ProcessClientInfo( CLC_ClientInfo *msg ) |
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{ |
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CBaseClient::ProcessClientInfo( msg ); |
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if ( m_bIsHLTV ) |
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{ |
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// Likely spoofing, or misconfiguration. Don't let Disconnect pathway believe this is a replay bot, it will |
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// asplode. |
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m_bIsHLTV = false; |
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Disconnect( "ProcessClientInfo: SourceTV can not connect to game directly.\n" ); |
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return false; |
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} |
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#if defined( REPLAY_ENABLED ) |
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if ( m_bIsReplay ) |
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{ |
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// Likely spoofing, or misconfiguration. Don't let Disconnect pathway believe this is an hltv bot, it will |
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// asplode. |
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m_bIsReplay = false; |
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Disconnect( "ProcessClientInfo: Replay can not connect to game directly.\n" ); |
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return false; |
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} |
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#endif |
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if ( sv_allowupload.GetBool() ) |
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{ |
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// download all missing customizations files from this client; |
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DownloadCustomizations(); |
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} |
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return true; |
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} |
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bool CGameClient::ProcessMove(CLC_Move *msg) |
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{ |
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// Don't process usercmds until the client is active. If we do, there can be weird behavior |
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// like the game trying to send reliable messages to the client and having those messages discarded. |
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if ( !IsActive() ) |
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return true; |
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if ( m_LastMovementTick == sv.m_nTickCount ) |
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{ |
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// Only one movement command per frame, someone is cheating. |
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return true; |
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} |
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m_LastMovementTick = sv.m_nTickCount; |
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int totalcmds =msg->m_nBackupCommands + msg->m_nNewCommands; |
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// Decrement drop count by held back packet count |
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int netdrop = m_NetChannel->GetDropNumber(); |
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bool ignore = !sv.IsActive(); |
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#ifdef SWDS |
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bool paused = sv.IsPaused(); |
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#else |
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bool paused = sv.IsPaused() || ( !sv.IsMultiplayer() && Con_IsVisible() ); |
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#endif |
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// Make sure player knows of correct server time |
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g_ServerGlobalVariables.curtime = sv.GetTime(); |
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g_ServerGlobalVariables.frametime = host_state.interval_per_tick; |
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// COM_Log( "sv.log", " executing %i move commands from client starting with command %i(%i)\n", |
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// numcmds, |
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// m_Client->m_NetChan->incoming_sequence, |
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// m_Client->m_NetChan->incoming_sequence & SV_UPDATE_MASK ); |
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int startbit = msg->m_DataIn.GetNumBitsRead(); |
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serverGameClients->ProcessUsercmds |
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( |
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edict, // Player edict |
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&msg->m_DataIn, |
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msg->m_nNewCommands, |
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totalcmds, // Commands in packet |
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netdrop, // Number of dropped commands |
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ignore, // Don't actually run anything |
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paused // Run, but don't actually do any movement |
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); |
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if ( msg->m_DataIn.IsOverflowed() ) |
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{ |
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Disconnect( "ProcessUsercmds: Overflowed reading usercmd data (check sending and receiving code for mismatches)!\n" ); |
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return false; |
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} |
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int endbit = msg->m_DataIn.GetNumBitsRead(); |
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if ( msg->m_nLength != (endbit-startbit) ) |
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{ |
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Disconnect( "ProcessUsercmds: Incorrect reading frame (check sending and receiving code for mismatches)!\n" ); |
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return false; |
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} |
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return true; |
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} |
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bool CGameClient::ProcessVoiceData( CLC_VoiceData *msg ) |
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{ |
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char voiceDataBuffer[4096]; |
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int bitsRead = msg->m_DataIn.ReadBitsClamped( voiceDataBuffer, msg->m_nLength ); |
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SV_BroadcastVoiceData( this, Bits2Bytes(bitsRead), voiceDataBuffer, msg->m_xuid ); |
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return true; |
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} |
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bool CGameClient::ProcessCmdKeyValues( CLC_CmdKeyValues *msg ) |
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{ |
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serverGameClients->ClientCommandKeyValues( edict, msg->GetKeyValues() ); |
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return true; |
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} |
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bool CGameClient::ProcessRespondCvarValue( CLC_RespondCvarValue *msg ) |
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{ |
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if ( msg->m_iCookie > 0 ) |
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{ |
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if ( g_pServerPluginHandler ) |
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g_pServerPluginHandler->OnQueryCvarValueFinished( msg->m_iCookie, edict, msg->m_eStatusCode, msg->m_szCvarName, msg->m_szCvarValue ); |
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} |
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else |
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{ |
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// Negative cookie means the game DLL asked for the value. |
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if ( serverGameDLL && g_iServerGameDLLVersion >= 6 ) |
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{ |
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#ifdef REL_TO_STAGING_MERGE_TODO |
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serverGameDLL->OnQueryCvarValueFinished( msg->m_iCookie, edict, msg->m_eStatusCode, msg->m_szCvarName, msg->m_szCvarValue ); |
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#endif |
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} |
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} |
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return true; |
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} |
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#include "pure_server.h" |
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bool CGameClient::ProcessFileCRCCheck( CLC_FileCRCCheck *msg ) |
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{ |
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// Ignore this message if we're not in pure server mode... |
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if ( !sv.IsInPureServerMode() ) |
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return true; |
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char warningStr[1024] = {0}; |
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// The client may send us files we don't care about, so filter them here |
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// if ( !sv.GetPureServerWhitelist()->GetForceMatchList()->IsFileInList( msg->m_szFilename ) ) |
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// return true; |
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// first check against all the other files users have sent |
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FileHash_t filehash; |
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filehash.m_md5contents = msg->m_MD5; |
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filehash.m_crcIOSequence = msg->m_CRCIOs; |
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filehash.m_eFileHashType = msg->m_eFileHashType; |
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filehash.m_cbFileLen = msg->m_nFileFraction; |
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filehash.m_nPackFileNumber = msg->m_nPackFileNumber; |
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filehash.m_PackFileID = msg->m_PackFileID; |
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const char *path = msg->m_szPathID; |
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const char *fileName = msg->m_szFilename; |
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if ( g_PureFileTracker.DoesFileMatch( path, fileName, msg->m_nFileFraction, &filehash, GetNetworkID() ) ) |
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{ |
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// track successful file |
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} |
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else |
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{ |
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V_snprintf( warningStr, sizeof( warningStr ), "Pure server: file [%s]\\%s does not match the server's file.", path, fileName ); |
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} |
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// still ToDo: |
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// 1. make sure the user sends some files |
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// 2. make sure the user doesnt skip any files |
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// 3. make sure the user sends the right files... |
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if ( warningStr[0] ) |
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{ |
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if ( sv_pure_kick_clients.GetInt() ) |
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{ |
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Disconnect( "%s", warningStr ); |
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} |
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else |
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{ |
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ClientPrintf( "Warning: %s\n", warningStr ); |
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if ( sv_pure_trace.GetInt() >= 1 ) |
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{ |
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Msg( "[%s] %s\n", GetNetworkIDString(), warningStr ); |
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} |
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} |
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} |
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else |
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{ |
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if ( sv_pure_trace.GetInt() >= 2 ) |
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{ |
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Msg( "Pure server CRC check: client %s passed check for [%s]\\%s\n", GetClientName(), msg->m_szPathID, msg->m_szFilename ); |
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} |
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} |
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return true; |
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} |
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bool CGameClient::ProcessFileMD5Check( CLC_FileMD5Check *msg ) |
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{ |
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// Legacy message |
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return true; |
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} |
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#if defined( REPLAY_ENABLED ) |
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bool CGameClient::ProcessSaveReplay( CLC_SaveReplay *pMsg ) |
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{ |
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// Don't allow on listen servers |
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if ( !sv.IsDedicated() ) |
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return false; |
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if ( !g_pReplay ) |
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return false; |
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g_pReplay->SV_NotifyReplayRequested(); |
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return true; |
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} |
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#endif |
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void CGameClient::DownloadCustomizations() |
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{ |
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for ( int i=0; i<MAX_CUSTOM_FILES; i++ ) |
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{ |
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if ( m_nCustomFiles[i].crc == 0 ) |
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continue; // slot not used |
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CCustomFilename hexname( m_nCustomFiles[i].crc ); |
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if ( g_pFileSystem->FileExists( hexname.m_Filename, "game" ) ) |
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continue; // we already have it |
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// we don't have it, request download from client |
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m_nCustomFiles[i].reqID = m_NetChannel->RequestFile( hexname.m_Filename ); |
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} |
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} |
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void CGameClient::Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge ) |
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{ |
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CBaseClient::Connect( szName, nUserID, pNetChannel, bFakePlayer, clientChallenge ); |
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edict = EDICT_NUM( m_nEntityIndex ); |
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// init PackInfo |
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m_PackInfo.m_pClientEnt = edict; |
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m_PackInfo.m_nPVSSize = sizeof( m_PackInfo.m_PVS ); |
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// fire global game event - server only |
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IGameEvent *event = g_GameEventManager.CreateEvent( "player_connect" ); |
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{ |
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event->SetInt( "userid", m_UserID ); |
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event->SetInt( "index", m_nClientSlot ); |
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event->SetString( "name", m_Name ); |
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event->SetString("networkid", GetNetworkIDString() ); |
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event->SetString( "address", m_NetChannel?m_NetChannel->GetAddress():"none" ); |
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event->SetInt( "bot", m_bFakePlayer?1:0 ); |
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g_GameEventManager.FireEvent( event, true ); |
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} |
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// the only difference here is we don't send an |
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// IP to prevent hackers from doing evil things |
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event = g_GameEventManager.CreateEvent( "player_connect_client" ); |
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if ( event ) |
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{ |
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event->SetInt( "userid", m_UserID ); |
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event->SetInt( "index", m_nClientSlot ); |
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event->SetString( "name", m_Name ); |
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event->SetString( "networkid", GetNetworkIDString() ); |
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event->SetInt( "bot", m_bFakePlayer ? 1 : 0 ); |
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g_GameEventManager.FireEvent( event ); |
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} |
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} |
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void CGameClient::SetupPackInfo( CFrameSnapshot *pSnapshot ) |
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{ |
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// Compute Vis for each client |
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m_PackInfo.m_nPVSSize = (GetCollisionBSPData()->numclusters + 7) / 8; |
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serverGameClients->ClientSetupVisibility( (edict_t *)m_pViewEntity, |
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m_PackInfo.m_pClientEnt, m_PackInfo.m_PVS, m_PackInfo.m_nPVSSize ); |
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// This is the frame we are creating, i.e., the next |
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// frame after the last one that the client acknowledged |
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m_pCurrentFrame = AllocateFrame(); |
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m_pCurrentFrame->Init( pSnapshot ); |
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m_PackInfo.m_pTransmitEdict = &m_pCurrentFrame->transmit_entity; |
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// if this client is the HLTV or Replay client, add the nocheck PVS bit array |
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// normal clients don't need that extra array |
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#ifndef _XBOX |
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#if defined( REPLAY_ENABLED ) |
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if ( IsHLTV() || IsReplay() ) |
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#else |
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if ( IsHLTV() ) |
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#endif |
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{ |
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// the hltv client doesn't has a ClientFrame list |
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m_pCurrentFrame->transmit_always = new CBitVec<MAX_EDICTS>; |
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m_PackInfo.m_pTransmitAlways = m_pCurrentFrame->transmit_always; |
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} |
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else |
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#endif |
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{ |
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m_PackInfo.m_pTransmitAlways = NULL; |
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} |
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// Add frame to ClientFrame list |
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int nMaxFrames = MAX_CLIENT_FRAMES; |
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if ( sv_maxreplay.GetFloat() > 0 ) |
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{ |
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// if the server has replay features enabled, allow a way bigger frame buffer |
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nMaxFrames = max ( (float)nMaxFrames, sv_maxreplay.GetFloat() / m_Server->GetTickInterval() ); |
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} |
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if ( nMaxFrames < AddClientFrame( m_pCurrentFrame ) ) |
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{ |
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// If the client has more than 64 frames, the server will start to eat too much memory. |
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RemoveOldestFrame(); |
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} |
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// Since area to area visibility is determined by each player's PVS, copy |
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// the area network lookups into the ClientPackInfo_t |
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m_PackInfo.m_AreasNetworked = 0; |
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int areaCount = g_AreasNetworked.Count(); |
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for ( int j = 0; j < areaCount; j++ ) |
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{ |
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m_PackInfo.m_Areas[m_PackInfo.m_AreasNetworked] = g_AreasNetworked[ j ]; |
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m_PackInfo.m_AreasNetworked++; |
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// Msg("CGameClient::SetupPackInfo: too much areas (%i)", areaCount ); |
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Assert( m_PackInfo.m_AreasNetworked < MAX_WORLD_AREAS ); |
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} |
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CM_SetupAreaFloodNums( m_PackInfo.m_AreaFloodNums, &m_PackInfo.m_nMapAreas ); |
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} |
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void CGameClient::SetupPrevPackInfo() |
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{ |
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memcpy( &m_PrevTransmitEdict, m_PackInfo.m_pTransmitEdict, sizeof( m_PrevTransmitEdict ) ); |
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// Copy the relevant fields into m_PrevPackInfo. |
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m_PrevPackInfo.m_AreasNetworked = m_PackInfo.m_AreasNetworked; |
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memcpy( m_PrevPackInfo.m_Areas, m_PackInfo.m_Areas, sizeof( m_PackInfo.m_Areas[0] ) * m_PackInfo.m_AreasNetworked ); |
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m_PrevPackInfo.m_nPVSSize = m_PackInfo.m_nPVSSize; |
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memcpy( m_PrevPackInfo.m_PVS, m_PackInfo.m_PVS, m_PackInfo.m_nPVSSize ); |
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m_PrevPackInfo.m_nMapAreas = m_PackInfo.m_nMapAreas; |
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memcpy( m_PrevPackInfo.m_AreaFloodNums, m_PackInfo.m_AreaFloodNums, m_PackInfo.m_nMapAreas * sizeof( m_PackInfo.m_nMapAreas ) ); |
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} |
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/* |
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================ |
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CheckRate |
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Make sure channel rate for active client is within server bounds |
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================ |
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*/ |
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void CGameClient::SetRate(int nRate, bool bForce ) |
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{ |
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if ( !bForce ) |
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{ |
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nRate = ClampClientRate( nRate ); |
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} |
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CBaseClient::SetRate( nRate, bForce ); |
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} |
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void CGameClient::SetUpdateRate(int udpaterate, bool bForce) |
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{ |
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if ( !bForce ) |
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{ |
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if ( sv_maxupdaterate.GetInt() > 0 ) |
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{ |
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udpaterate = clamp( udpaterate, 1, sv_maxupdaterate.GetInt() ); |
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} |
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if ( sv_minupdaterate.GetInt() > 0 ) |
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{ |
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udpaterate = clamp( udpaterate, sv_minupdaterate.GetInt(), 100 ); |
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} |
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} |
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CBaseClient::SetUpdateRate( udpaterate, bForce ); |
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} |
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void CGameClient::UpdateUserSettings() |
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{ |
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// set voice loopback |
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m_bVoiceLoopback = m_ConVars->GetInt( "voice_loopback", 0 ) != 0; |
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CBaseClient::UpdateUserSettings(); |
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// Give entity dll a chance to look at the changes. |
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// Do this after CBaseClient::UpdateUserSettings() so name changes like prepending a (1) |
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// take effect before the server dll sees the name. |
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g_pServerPluginHandler->ClientSettingsChanged( edict ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: A File has been received, if it's a logo, send it on to any other players who need it |
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// and return true, otherwise, return false |
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// Input : *cl - |
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// *filename - |
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// Output : Returns true on success, false on failure. |
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/*----------------------------------------------------------------------------- |
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bool CGameClient::ProcessIncomingLogo( const char *filename ) |
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{ |
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char crcfilename[ 512 ]; |
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char logohex[ 16 ]; |
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Q_binarytohex( (byte *)&logo, sizeof( logo ), logohex, sizeof( logohex ) ); |
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Q_snprintf( crcfilename, sizeof( crcfilename ), "materials/decals/downloads/%s.vtf", logohex ); |
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// It's not a logo file? |
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if ( Q_strcasecmp( filename, crcfilename ) ) |
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{ |
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return false; |
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} |
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|
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// First, make sure crc is valid |
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CRC32_t check; |
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CRC_File( &check, crcfilename ); |
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if ( check != logo ) |
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{ |
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ConMsg( "Incoming logo file didn't match player's logo CRC, ignoring\n" ); |
|
// Still note that it was a logo! |
|
return true; |
|
} |
|
|
|
// Okay, looks good, see if any other players need this logo file |
|
SV_SendLogo( check ); |
|
return true; |
|
} */ |
|
|
|
|
|
/* |
|
=================== |
|
SV_FullClientUpdate |
|
|
|
sends all the info about *cl to *sb |
|
=================== |
|
*/ |
|
|
|
bool CGameClient::IsHearingClient( int index ) const |
|
{ |
|
#if defined( REPLAY_ENABLED ) |
|
if ( IsHLTV() || IsReplay() ) |
|
#else |
|
if ( IsHLTV() ) |
|
#endif |
|
return true; |
|
|
|
if ( index == GetPlayerSlot() ) |
|
return m_bVoiceLoopback; |
|
|
|
CGameClient *pClient = sv.Client( index ); |
|
return pClient->m_VoiceStreams.Get( GetPlayerSlot() ) != 0; |
|
} |
|
|
|
bool CGameClient::IsProximityHearingClient( int index ) const |
|
{ |
|
CGameClient *pClient = sv.Client( index ); |
|
return pClient->m_VoiceProximity.Get( GetPlayerSlot() ) != 0; |
|
} |
|
|
|
void CGameClient::Inactivate( void ) |
|
{ |
|
if ( edict && !edict->IsFree() ) |
|
{ |
|
m_Server->RemoveClientFromGame( this ); |
|
} |
|
#ifndef _XBOX |
|
if ( IsHLTV() ) |
|
{ |
|
hltv->Changelevel(); |
|
} |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
if ( IsReplay() ) |
|
{ |
|
replay->Changelevel(); |
|
} |
|
#endif |
|
#endif |
|
CBaseClient::Inactivate(); |
|
|
|
m_Sounds.Purge(); |
|
m_VoiceStreams.ClearAll(); |
|
m_VoiceProximity.ClearAll(); |
|
|
|
|
|
DeleteClientFrames( -1 ); // delete all |
|
} |
|
|
|
bool CGameClient::UpdateAcknowledgedFramecount(int tick) |
|
{ |
|
// free old client frames which won't be used anymore |
|
if ( tick != m_nDeltaTick ) |
|
{ |
|
// delta tick changed, free all frames smaller than tick |
|
int removeTick = tick; |
|
|
|
if ( sv_maxreplay.GetFloat() > 0 ) |
|
removeTick -= (sv_maxreplay.GetFloat() / m_Server->GetTickInterval() ); // keep a replay buffer |
|
|
|
if ( removeTick > 0 ) |
|
{ |
|
DeleteClientFrames( removeTick ); |
|
} |
|
} |
|
|
|
return CBaseClient::UpdateAcknowledgedFramecount( tick ); |
|
} |
|
|
|
|
|
|
|
void CGameClient::Clear() |
|
{ |
|
#ifndef _XBOX |
|
if ( m_bIsHLTV && hltv ) |
|
{ |
|
hltv->Shutdown(); |
|
} |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
if ( m_bIsReplay && replay ) |
|
{ |
|
replay->Shutdown(); |
|
} |
|
#endif |
|
#endif |
|
|
|
CBaseClient::Clear(); |
|
|
|
// free all frames |
|
DeleteClientFrames( -1 ); |
|
|
|
m_Sounds.Purge(); |
|
m_VoiceStreams.ClearAll(); |
|
m_VoiceProximity.ClearAll(); |
|
edict = NULL; |
|
m_pViewEntity = NULL; |
|
m_bVoiceLoopback = false; |
|
m_LastMovementTick = 0; |
|
m_nSoundSequence = 0; |
|
#if defined( REPLAY_ENABLED ) |
|
m_flLastSaveReplayTime = host_time; |
|
#endif |
|
} |
|
|
|
void CGameClient::Reconnect( void ) |
|
{ |
|
// If the client was connected before, tell the game .dll to disconnect him/her. |
|
sv.RemoveClientFromGame( this ); |
|
|
|
CBaseClient::Reconnect(); |
|
} |
|
|
|
void CGameClient::Disconnect( const char *fmt, ... ) |
|
{ |
|
va_list argptr; |
|
char reason[1024]; |
|
|
|
if ( m_nSignonState == SIGNONSTATE_NONE ) |
|
return; // no recursion |
|
|
|
va_start (argptr,fmt); |
|
Q_vsnprintf (reason, sizeof( reason ), fmt,argptr); |
|
va_end (argptr); |
|
|
|
// notify other clients of player leaving the game |
|
// send the username and network id so we don't depend on the CBasePlayer pointer |
|
IGameEvent *event = g_GameEventManager.CreateEvent( "player_disconnect" ); |
|
|
|
if ( event ) |
|
{ |
|
event->SetInt("userid", GetUserID() ); |
|
event->SetString("reason", reason ); |
|
event->SetString("name", GetClientName() ); |
|
event->SetString("networkid", GetNetworkIDString() ); |
|
event->SetInt( "bot", m_bFakePlayer?1:0 ); |
|
g_GameEventManager.FireEvent( event ); |
|
} |
|
|
|
m_Server->RemoveClientFromGame( this ); |
|
|
|
CBaseClient::Disconnect( "%s", reason ); |
|
} |
|
|
|
bool CGameClient::SetSignonState(int state, int spawncount) |
|
{ |
|
if ( state == SIGNONSTATE_CONNECTED ) |
|
{ |
|
if ( !CheckConnect() ) |
|
return false; |
|
|
|
m_NetChannel->SetTimeout( SIGNON_TIME_OUT ); // allow 5 minutes to load map |
|
m_NetChannel->SetFileTransmissionMode( false ); |
|
m_NetChannel->SetMaxBufferSize( true, NET_MAX_PAYLOAD ); |
|
} |
|
else if ( state == SIGNONSTATE_NEW ) |
|
{ |
|
if ( !sv.IsMultiplayer() ) |
|
{ |
|
// local client as received and create string tables, |
|
// now link server tables to client tables |
|
SV_InstallClientStringTableMirrors(); |
|
} |
|
} |
|
else if ( state == SIGNONSTATE_FULL ) |
|
{ |
|
if ( sv.m_bLoadgame ) |
|
{ |
|
// If this game was loaded from savegame, finish restoring game now |
|
sv.FinishRestore(); |
|
} |
|
|
|
m_NetChannel->SetTimeout( sv_timeout.GetFloat() ); // use smaller timeout limit |
|
m_NetChannel->SetFileTransmissionMode( true ); |
|
|
|
#ifdef _XBOX |
|
// to save memory on the XBOX reduce reliable buffer size from 96 to 8 kB |
|
m_NetChannel->SetMaxBufferSize( true, 8*1024 ); |
|
#endif |
|
} |
|
|
|
return CBaseClient::SetSignonState( state, spawncount ); |
|
} |
|
|
|
void CGameClient::SendSound( SoundInfo_t &sound, bool isReliable ) |
|
{ |
|
#if defined( REPLAY_ENABLED ) |
|
if ( IsFakeClient() && !IsHLTV() && !IsReplay() ) |
|
#else |
|
if ( IsFakeClient() && !IsHLTV() ) |
|
#endif |
|
{ |
|
return; // dont send sound messages to bots |
|
} |
|
|
|
// don't send sound messages while client is replay mode |
|
if ( m_bIsInReplayMode ) |
|
{ |
|
return; |
|
} |
|
|
|
// reliable sounds are send as single messages |
|
if ( isReliable ) |
|
{ |
|
SVC_Sounds sndmsg; |
|
char buffer[32]; |
|
|
|
m_nSoundSequence = ( m_nSoundSequence + 1 ) & SOUND_SEQNUMBER_MASK; // increase own sound sequence counter |
|
sound.nSequenceNumber = 0; // don't transmit nSequenceNumber for reliable sounds |
|
|
|
sndmsg.m_DataOut.StartWriting(buffer, sizeof(buffer) ); |
|
sndmsg.m_nNumSounds = 1; |
|
sndmsg.m_bReliableSound = true; |
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault(); |
|
|
|
sound.WriteDelta( &defaultSound, sndmsg.m_DataOut ); |
|
|
|
// send reliable sound as single message |
|
SendNetMsg( sndmsg, true ); |
|
return; |
|
} |
|
|
|
sound.nSequenceNumber = m_nSoundSequence; |
|
|
|
m_Sounds.AddToTail( sound ); // queue sounds until snapshot is send |
|
} |
|
|
|
void CGameClient::WriteGameSounds( bf_write &buf ) |
|
{ |
|
if ( m_Sounds.Count() <= 0 ) |
|
return; |
|
|
|
char data[NET_MAX_PAYLOAD]; |
|
SVC_Sounds msg; |
|
msg.m_DataOut.StartWriting( data, sizeof(data) ); |
|
|
|
int nSoundCount = FillSoundsMessage( msg ); |
|
msg.WriteToBuffer( buf ); |
|
|
|
if ( IsTracing() ) |
|
{ |
|
TraceNetworkData( buf, "Sounds [count=%d]", nSoundCount ); |
|
} |
|
} |
|
|
|
int CGameClient::FillSoundsMessage(SVC_Sounds &msg) |
|
{ |
|
int i, count = m_Sounds.Count(); |
|
|
|
// send max 64 sound in multiplayer per snapshot, 255 in SP |
|
int max = m_Server->IsMultiplayer() ? 32 : 255; |
|
|
|
// Discard events if we have too many to signal with 8 bits |
|
if ( count > max ) |
|
count = max; |
|
|
|
// Nothing to send |
|
if ( !count ) |
|
return 0; |
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault(); |
|
SoundInfo_t *pDeltaSound = &defaultSound; |
|
|
|
msg.m_nNumSounds = count; |
|
msg.m_bReliableSound = false; |
|
msg.SetReliable( false ); |
|
|
|
Assert( msg.m_DataOut.GetNumBitsLeft() > 0 ); |
|
|
|
for ( i = 0 ; i < count; i++ ) |
|
{ |
|
SoundInfo_t &sound = m_Sounds[ i ]; |
|
sound.WriteDelta( pDeltaSound, msg.m_DataOut ); |
|
pDeltaSound = &m_Sounds[ i ]; |
|
} |
|
|
|
// remove added events from list |
|
int remove = m_Sounds.Count() - ( count + max ); |
|
|
|
if ( remove > 0 ) |
|
{ |
|
DevMsg("Warning! Dropped %i unreliable sounds for client %s.\n" , remove, m_Name ); |
|
count+= remove; |
|
} |
|
|
|
if ( count > 0 ) |
|
{ |
|
m_Sounds.RemoveMultiple( 0, count ); |
|
} |
|
|
|
Assert( m_Sounds.Count() <= max ); // keep ev_max temp ent for next update |
|
|
|
return msg.m_nNumSounds; |
|
} |
|
|
|
|
|
|
|
bool CGameClient::CheckConnect( void ) |
|
{ |
|
// Allow the game dll to reject this client. |
|
char szRejectReason[128]; |
|
Q_strncpy( szRejectReason, "Connection rejected by game\n", sizeof( szRejectReason ) ); |
|
|
|
if ( !g_pServerPluginHandler->ClientConnect( edict, m_Name, m_NetChannel->GetAddress(), szRejectReason, sizeof( szRejectReason ) ) ) |
|
{ |
|
// Reject the connection and drop the client. |
|
Disconnect( szRejectReason, m_Name ); |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CGameClient::ActivatePlayer( void ) |
|
{ |
|
CBaseClient::ActivatePlayer(); |
|
|
|
COM_TimestampedLog( "CGameClient::ActivatePlayer -start" ); |
|
|
|
// call the spawn function |
|
if ( !sv.m_bLoadgame ) |
|
{ |
|
g_ServerGlobalVariables.curtime = sv.GetTime(); |
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientPutInServer" ); |
|
|
|
g_pServerPluginHandler->ClientPutInServer( edict, m_Name ); |
|
} |
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientActive" ); |
|
|
|
g_pServerPluginHandler->ClientActive( edict, sv.m_bLoadgame ); |
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientSettingsChanged" ); |
|
|
|
g_pServerPluginHandler->ClientSettingsChanged( edict ); |
|
|
|
COM_TimestampedLog( "GetTestScriptMgr()->CheckPoint" ); |
|
|
|
GetTestScriptMgr()->CheckPoint( "client_connected" ); |
|
|
|
// don't send signonstate to client, client will switch to FULL as soon |
|
// as the first full entity update packets has been received |
|
|
|
// fire a activate event |
|
IGameEvent *event = g_GameEventManager.CreateEvent( "player_activate" ); |
|
|
|
if ( event ) |
|
{ |
|
event->SetInt( "userid", GetUserID() ); |
|
g_GameEventManager.FireEvent( event ); |
|
} |
|
|
|
COM_TimestampedLog( "CGameClient::ActivatePlayer -end" ); |
|
} |
|
|
|
bool CGameClient::SendSignonData( void ) |
|
{ |
|
bool bClientHasdifferentTables = false; |
|
|
|
if ( sv.m_FullSendTables.IsOverflowed() ) |
|
{ |
|
Host_Error( "Send Table signon buffer overflowed %i bytes!!!\n", sv.m_FullSendTables.GetNumBytesWritten() ); |
|
return false; |
|
} |
|
|
|
if ( SendTable_GetCRC() != (CRC32_t)0 ) |
|
{ |
|
bClientHasdifferentTables = m_nSendtableCRC != SendTable_GetCRC(); |
|
} |
|
|
|
#ifdef _DEBUG |
|
if ( sv_sendtables.GetInt() == 2 ) |
|
{ |
|
// force sending class tables, for debugging |
|
bClientHasdifferentTables = true; |
|
} |
|
#endif |
|
|
|
// Write the send tables & class infos if needed |
|
if ( bClientHasdifferentTables ) |
|
{ |
|
if ( sv_sendtables.GetBool() ) |
|
{ |
|
// send client class table descriptions so it can rebuild tables |
|
ConDMsg("Client sent different SendTable CRC, sending full tables.\n" ); |
|
m_NetChannel->SendData( sv.m_FullSendTables ); |
|
} |
|
else |
|
{ |
|
Disconnect( "Server uses different class tables" ); |
|
return false; |
|
} |
|
} |
|
else |
|
{ |
|
// use your class infos, CRC is correct |
|
SVC_ClassInfo classmsg( true, m_Server->serverclasses ); |
|
m_NetChannel->SendNetMsg( classmsg ); |
|
} |
|
|
|
if ( !CBaseClient::SendSignonData() ) |
|
return false; |
|
|
|
m_nSoundSequence = 1; // reset sound sequence numbers after signon block |
|
|
|
return true; |
|
} |
|
|
|
|
|
void CGameClient::SpawnPlayer( void ) |
|
{ |
|
// run the entrance script |
|
if ( sv.m_bLoadgame ) |
|
{ // loaded games are fully inited already |
|
// if this is the last client to be connected, unpause |
|
sv.SetPaused( false ); |
|
} |
|
else |
|
{ |
|
// set up the edict |
|
Assert( serverGameEnts ); |
|
serverGameEnts->FreeContainingEntity( edict ); |
|
InitializeEntityDLLFields( edict ); |
|
|
|
} |
|
|
|
// restore default client entity and turn off replay mdoe |
|
m_nEntityIndex = m_nClientSlot+1; |
|
m_bIsInReplayMode = false; |
|
|
|
// set view entity |
|
SVC_SetView setView( m_nEntityIndex ); |
|
SendNetMsg( setView ); |
|
|
|
|
|
|
|
CBaseClient::SpawnPlayer(); |
|
|
|
// notify that the player is spawning |
|
serverGameClients->ClientSpawned( edict ); |
|
} |
|
|
|
CClientFrame *CGameClient::GetDeltaFrame( int nTick ) |
|
{ |
|
#ifndef _XBOX |
|
Assert ( !IsHLTV() ); // has no ClientFrames |
|
#if defined( REPLAY_ENABLED ) |
|
Assert ( !IsReplay() ); // has no ClientFrames |
|
#endif |
|
#endif |
|
|
|
if ( m_bIsInReplayMode ) |
|
{ |
|
int followEntity; |
|
|
|
serverGameClients->GetReplayDelay( edict, followEntity ); |
|
|
|
Assert( followEntity > 0 ); |
|
|
|
CGameClient *pFollowEntity = sv.Client( followEntity-1 ); |
|
|
|
if ( pFollowEntity ) |
|
return pFollowEntity->GetClientFrame( nTick ); |
|
} |
|
|
|
return GetClientFrame( nTick ); |
|
} |
|
|
|
void CGameClient::WriteViewAngleUpdate() |
|
{ |
|
// |
|
// send the current viewpos offset from the view entity |
|
// |
|
// a fixangle might get lost in a dropped packet. Oh well. |
|
|
|
if ( IsFakeClient() ) |
|
return; |
|
|
|
Assert( serverGameClients ); |
|
CPlayerState *pl = serverGameClients->GetPlayerState( edict ); |
|
Assert( pl ); |
|
|
|
if ( pl && pl->fixangle != FIXANGLE_NONE ) |
|
{ |
|
if ( pl->fixangle == FIXANGLE_RELATIVE ) |
|
{ |
|
SVC_FixAngle fixAngle( true, pl->anglechange ); |
|
m_NetChannel->SendNetMsg( fixAngle ); |
|
pl->anglechange.Init(); // clear |
|
} |
|
else |
|
{ |
|
SVC_FixAngle fixAngle(false, pl->v_angle ); |
|
m_NetChannel->SendNetMsg( fixAngle ); |
|
} |
|
|
|
pl->fixangle = FIXANGLE_NONE; |
|
} |
|
} |
|
|
|
/* |
|
=================== |
|
SV_ValidateClientCommand |
|
|
|
Determine if passed in user command is valid. |
|
=================== |
|
*/ |
|
bool CGameClient::IsEngineClientCommand( const CCommand &args ) const |
|
{ |
|
if ( args.ArgC() == 0 ) |
|
return false; |
|
|
|
for ( int i = 0; s_clcommands[i] != NULL; ++i ) |
|
{ |
|
if ( !Q_strcasecmp( args[0], s_clcommands[i] ) ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool CGameClient::SendNetMsg(INetMessage &msg, bool bForceReliable) |
|
{ |
|
#ifndef _XBOX |
|
if ( m_bIsHLTV ) |
|
{ |
|
// pass this message to HLTV |
|
return hltv->SendNetMsg( msg, bForceReliable ); |
|
} |
|
#if defined( REPLAY_ENABLED ) |
|
if ( m_bIsReplay ) |
|
{ |
|
// pass this message to replay |
|
return replay->SendNetMsg( msg, bForceReliable ); |
|
} |
|
#endif |
|
#endif |
|
return CBaseClient::SendNetMsg( msg, bForceReliable); |
|
} |
|
|
|
bool CGameClient::ExecuteStringCommand( const char *pCommandString ) |
|
{ |
|
// first let the baseclass handle it |
|
if ( CBaseClient::ExecuteStringCommand( pCommandString ) ) |
|
return true; |
|
|
|
// Determine whether the command is appropriate |
|
CCommand args; |
|
if ( !args.Tokenize( pCommandString ) ) |
|
return false; |
|
|
|
if ( args.ArgC() == 0 ) |
|
return false; |
|
|
|
if ( IsEngineClientCommand( args ) ) |
|
{ |
|
Cmd_ExecuteCommand( args, src_client, m_nClientSlot ); |
|
return true; |
|
} |
|
|
|
const ConCommandBase *pCommand = g_pCVar->FindCommandBase( args[ 0 ] ); |
|
if ( pCommand && pCommand->IsCommand() && pCommand->IsFlagSet( FCVAR_GAMEDLL ) ) |
|
{ |
|
// Allow cheat commands in singleplayer, debug, or multiplayer with sv_cheats on |
|
// NOTE: Don't bother with rpt stuff; commands that matter there shouldn't have FCVAR_GAMEDLL set |
|
if ( pCommand->IsFlagSet( FCVAR_CHEAT ) ) |
|
{ |
|
if ( sv.IsMultiplayer() && !CanCheat() ) |
|
return false; |
|
} |
|
|
|
if ( pCommand->IsFlagSet( FCVAR_SPONLY ) ) |
|
{ |
|
if ( sv.IsMultiplayer() ) |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
// Don't allow clients to execute commands marked as development only. |
|
if ( pCommand->IsFlagSet( FCVAR_DEVELOPMENTONLY ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
g_pServerPluginHandler->SetCommandClient( m_nClientSlot ); |
|
Cmd_Dispatch( pCommand, args ); |
|
} |
|
else |
|
{ |
|
g_pServerPluginHandler->ClientCommand( edict, args ); // TODO pass client id and string |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CGameClient::SendSnapshot( CClientFrame * pFrame ) |
|
{ |
|
if ( m_bIsHLTV ) |
|
{ |
|
#ifndef SHARED_NET_STRING_TABLES |
|
// copy string updates from server to hltv stringtable |
|
networkStringTableContainerServer->DirectUpdate( GetMaxAckTickCount() ); |
|
#endif |
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD ); |
|
|
|
// pack sounds to one message |
|
if ( m_Sounds.Count() > 0 ) |
|
{ |
|
SVC_Sounds sounds; |
|
sounds.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD ); |
|
|
|
FillSoundsMessage( sounds ); |
|
hltv->SendNetMsg( sounds ); |
|
} |
|
|
|
int maxEnts = tv_transmitall.GetBool()?255:64; |
|
hltv->WriteTempEntities( this, pFrame->GetSnapshot(), m_pLastSnapshot.GetObject(), *hltv->GetBuffer( HLTV_BUFFER_TEMPENTS ), maxEnts ); |
|
|
|
// add snapshot to HLTV server frame list |
|
hltv->AddNewFrame( pFrame ); |
|
|
|
// remember this snapshot |
|
m_pLastSnapshot = pFrame->GetSnapshot(); |
|
|
|
// fake acknowledgement, remove ClientFrame reference immediately |
|
UpdateAcknowledgedFramecount( pFrame->tick_count ); |
|
|
|
return; |
|
} |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
if ( m_bIsReplay ) |
|
{ |
|
#ifndef SHARED_NET_STRING_TABLES |
|
// copy string updates from server to replay stringtable |
|
networkStringTableContainerServer->DirectUpdate( GetMaxAckTickCount() ); |
|
#endif |
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD ); |
|
|
|
// pack sounds to one message |
|
if ( m_Sounds.Count() > 0 ) |
|
{ |
|
SVC_Sounds sounds; |
|
sounds.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD ); |
|
|
|
FillSoundsMessage( sounds ); |
|
replay->SendNetMsg( sounds ); |
|
} |
|
|
|
int maxEnts = 255; |
|
replay->WriteTempEntities( this, pFrame->GetSnapshot(), m_pLastSnapshot.GetObject(), *replay->GetBuffer( REPLAY_BUFFER_TEMPENTS ), maxEnts ); |
|
|
|
// add snapshot to Replay server frame list |
|
if ( replay->AddNewFrame( pFrame ) ) |
|
{ |
|
// remember this snapshot |
|
m_pLastSnapshot = pFrame->GetSnapshot(); |
|
|
|
// fake acknowledgement, remove ClientFrame reference immediately |
|
UpdateAcknowledgedFramecount( pFrame->tick_count ); |
|
} |
|
|
|
return; |
|
} |
|
#endif |
|
|
|
// update client viewangles update |
|
WriteViewAngleUpdate(); |
|
|
|
CBaseClient::SendSnapshot( pFrame ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// This function contains all the logic to determine if we should send a datagram |
|
// to a particular client |
|
//----------------------------------------------------------------------------- |
|
|
|
bool CGameClient::ShouldSendMessages( void ) |
|
{ |
|
#ifndef _XBOX |
|
if ( m_bIsHLTV ) |
|
{ |
|
// calc snapshot interval |
|
int nSnapshotInterval = 1.0f / ( m_Server->GetTickInterval() * tv_snapshotrate.GetFloat() ); |
|
|
|
// I am the HLTV client, record every nSnapshotInterval tick |
|
return ( sv.m_nTickCount >= (hltv->m_nLastTick + nSnapshotInterval) ); |
|
} |
|
|
|
#if defined( REPLAY_ENABLED ) |
|
if ( m_bIsReplay ) |
|
{ |
|
const float replay_snapshotrate = 16.0f; |
|
|
|
// calc snapshot interval |
|
int nSnapshotInterval = 1.0f / ( m_Server->GetTickInterval() * replay_snapshotrate ); |
|
|
|
// I am the Replay client, record every nSnapshotInterval tick |
|
return ( sv.m_nTickCount >= (replay->m_nLastTick + nSnapshotInterval) ); |
|
} |
|
#endif |
|
#endif |
|
// If sv_stressbots is true, then treat a bot more like a regular client and do deltas and such for it. |
|
if( IsFakeClient() ) |
|
{ |
|
if ( !sv_stressbots.GetBool() ) |
|
return false; |
|
} |
|
|
|
return CBaseClient::ShouldSendMessages(); |
|
} |
|
|
|
void CGameClient::FileReceived( const char *fileName, unsigned int transferID ) |
|
{ |
|
//check if file is one of our requested custom files |
|
for ( int i=0; i<MAX_CUSTOM_FILES; i++ ) |
|
{ |
|
if ( m_nCustomFiles[i].reqID == transferID ) |
|
{ |
|
m_nFilesDownloaded++; |
|
|
|
// broadcast update to other clients so they start downlaoding this file |
|
m_Server->UserInfoChanged( m_nClientSlot ); |
|
return; |
|
} |
|
} |
|
|
|
Msg( "CGameClient::FileReceived: %s not wanted.\n", fileName ); |
|
} |
|
|
|
void CGameClient::FileRequested(const char *fileName, unsigned int transferID ) |
|
{ |
|
DevMsg( "File '%s' requested from client %s.\n", fileName, m_NetChannel->GetAddress() ); |
|
|
|
if ( sv_allowdownload.GetBool() ) |
|
{ |
|
m_NetChannel->SendFile( fileName, transferID ); |
|
} |
|
else |
|
{ |
|
m_NetChannel->DenyFile( fileName, transferID ); |
|
} |
|
} |
|
|
|
void CGameClient::FileDenied(const char *fileName, unsigned int transferID ) |
|
{ |
|
ConMsg( "Downloading file '%s' from client %s failed.\n", fileName, GetClientName() ); |
|
} |
|
|
|
void CGameClient::FileSent( const char *fileName, unsigned int transferID ) |
|
{ |
|
ConMsg( "Sent file '%s' to client %s.\n", fileName, GetClientName() ); |
|
} |
|
|
|
void CGameClient::PacketStart(int incoming_sequence, int outgoing_acknowledged) |
|
{ |
|
// make sure m_LastMovementTick != sv.tickcount |
|
m_LastMovementTick = ( sv.m_nTickCount - 1 ); |
|
|
|
host_client = this; |
|
|
|
// During connection, only respond if client sends a packet |
|
m_bReceivedPacket = true; |
|
} |
|
|
|
void CGameClient::PacketEnd() |
|
{ |
|
// Fix up clock in case prediction/etc. code reset it. |
|
g_ServerGlobalVariables.frametime = host_state.interval_per_tick; |
|
} |
|
|
|
void CGameClient::ConnectionClosing(const char *reason) |
|
{ |
|
#ifndef _XBOX |
|
SV_RedirectEnd (); |
|
#endif |
|
// Check for printf format tokens in this reason string. Crash exploit. |
|
Disconnect ( (reason && !strchr( reason, '%' ) ) ? reason : "Connection closing" ); |
|
} |
|
|
|
void CGameClient::ConnectionCrashed(const char *reason) |
|
{ |
|
if ( m_Name[0] && IsConnected() ) |
|
{ |
|
DebuggerBreakIfDebugging_StagingOnly(); |
|
|
|
#ifndef _XBOX |
|
SV_RedirectEnd (); |
|
#endif |
|
// Check for printf format tokens in this reason string. Crash exploit. |
|
Disconnect ( (reason && !strchr( reason, '%' ) ) ? reason : "Connection lost" ); |
|
} |
|
} |
|
|
|
CClientFrame *CGameClient::GetSendFrame() |
|
{ |
|
CClientFrame *pFrame = m_pCurrentFrame; |
|
|
|
// just return if replay is disabled |
|
if ( sv_maxreplay.GetFloat() <= 0 ) |
|
return pFrame; |
|
|
|
int followEntity; |
|
|
|
int delayTicks = serverGameClients->GetReplayDelay( edict, followEntity ); |
|
|
|
bool isInReplayMode = ( delayTicks > 0 ); |
|
|
|
if ( isInReplayMode != m_bIsInReplayMode ) |
|
{ |
|
// force a full update when modes are switched |
|
m_nDeltaTick = -1; |
|
|
|
m_bIsInReplayMode = isInReplayMode; |
|
|
|
if ( isInReplayMode ) |
|
{ |
|
m_nEntityIndex = followEntity; |
|
} |
|
else |
|
{ |
|
m_nEntityIndex = m_nClientSlot+1; |
|
} |
|
} |
|
|
|
Assert( (m_nClientSlot+1 == m_nEntityIndex) || isInReplayMode ); |
|
|
|
if ( isInReplayMode ) |
|
{ |
|
CGameClient *pFollowPlayer = sv.Client( followEntity-1 ); |
|
|
|
if ( !pFollowPlayer ) |
|
return NULL; |
|
|
|
pFrame = pFollowPlayer->GetClientFrame( sv.GetTick() - delayTicks, false ); |
|
|
|
if ( !pFrame ) |
|
return NULL; |
|
|
|
if ( m_pLastSnapshot == pFrame->GetSnapshot() ) |
|
return NULL; |
|
} |
|
|
|
return pFrame; |
|
} |
|
|
|
bool CGameClient::IgnoreTempEntity( CEventInfo *event ) |
|
{ |
|
// in replay mode replay all temp entities |
|
if ( m_bIsInReplayMode ) |
|
return false; |
|
|
|
return CBaseClient::IgnoreTempEntity( event ); |
|
} |
|
|
|
|
|
const CCheckTransmitInfo* CGameClient::GetPrevPackInfo() |
|
{ |
|
return &m_PrevPackInfo; |
|
} |
|
|
|
// This code is useful for verifying that the networking of soundinfo_t stuff isn't borked. |
|
#if 0 |
|
|
|
#include "vstdlib/random.h" |
|
|
|
class CTestSoundInfoNetworking |
|
{ |
|
public: |
|
|
|
CTestSoundInfoNetworking(); |
|
|
|
void RunTest(); |
|
|
|
private: |
|
|
|
void CreateRandomSounds( int nCount ); |
|
void CreateRandomSound( SoundInfo_t &si ); |
|
void Compare( const SoundInfo_t &s1, const SoundInfo_t &s2 ); |
|
|
|
CUtlVector< SoundInfo_t > m_Sounds; |
|
|
|
CUtlVector< SoundInfo_t > m_Received; |
|
}; |
|
|
|
static CTestSoundInfoNetworking g_SoundTest; |
|
|
|
CON_COMMAND( st, "sound test" ) |
|
{ |
|
int nCount = 1; |
|
if ( args.ArgC() >= 2 ) |
|
{ |
|
nCount = clamp( Q_atoi( args.Arg( 1 ) ), 1, 100000 ); |
|
} |
|
|
|
for ( int i = 0 ; i < nCount; ++i ) |
|
{ |
|
if ( !( i % 100 ) && i > 0 ) |
|
{ |
|
Msg( "Running test %d %f %% done\n", |
|
i, 100.0f * (float)i/(float)nCount ); |
|
} |
|
g_SoundTest.RunTest(); |
|
} |
|
} |
|
CTestSoundInfoNetworking::CTestSoundInfoNetworking() |
|
{ |
|
} |
|
|
|
void CTestSoundInfoNetworking::CreateRandomSound( SoundInfo_t &si ) |
|
{ |
|
int entindex = RandomInt( 0, MAX_EDICTS - 1 ); |
|
int channel = RandomInt( 0, 7 ); |
|
int soundnum = RandomInt( 0, MAX_SOUNDS - 1 ); |
|
Vector org = RandomVector( -16383, 16383 ); |
|
Vector dir = RandomVector( -1.0f, 1.0f ); |
|
float flVolume = RandomFloat( 0.1f, 1.0f ); |
|
bool bLooping = RandomInt( 0, 100 ) < 5; |
|
int nPitch = RandomInt( 0, 100 ) < 5 ? RandomInt( 95, 105 ) : 100; |
|
Vector lo = RandomInt( 0, 100 ) < 5 ? RandomVector( -16383, 16383 ) : org; |
|
int speaker = RandomInt( 0, 100 ) < 2 ? RandomInt( 0, MAX_EDICTS - 1 ) : -1; |
|
soundlevel_t level = soundlevel_t(RandomInt( 70, 150 )); |
|
|
|
si.Set( entindex, channel, "foo.wav", org, dir, flVolume, level, bLooping, nPitch, lo, speaker ); |
|
|
|
si.nFlags = ( 1 << RandomInt( 0, 6 ) ); |
|
si.nSoundNum = soundnum; |
|
si.bIsSentence = RandomInt( 0, 1 ); |
|
si.bIsAmbient = RandomInt( 0, 1 ); |
|
si.fDelay = RandomInt( 0, 100 ) < 2 ? RandomFloat( -0.1, 0.1f ) : 0.0f; |
|
} |
|
|
|
void CTestSoundInfoNetworking::CreateRandomSounds( int nCount ) |
|
{ |
|
m_Sounds.Purge(); |
|
m_Sounds.EnsureCount( nCount ); |
|
|
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
SoundInfo_t &si = m_Sounds[ i ]; |
|
CreateRandomSound( si ); |
|
} |
|
} |
|
|
|
void CTestSoundInfoNetworking::RunTest() |
|
{ |
|
int m_nSoundSequence = 0; |
|
|
|
CreateRandomSounds( 512 ); |
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault(); |
|
SoundInfo_t *pDeltaSound = &defaultSound; |
|
|
|
SVC_Sounds msg; |
|
|
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD ); |
|
|
|
msg.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD ); |
|
|
|
msg.m_nNumSounds = m_Sounds.Count(); |
|
msg.m_bReliableSound = false; |
|
msg.SetReliable( false ); |
|
|
|
Assert( msg.m_DataOut.GetNumBitsLeft() > 0 ); |
|
|
|
for ( int i = 0 ; i < m_Sounds.Count(); i++ ) |
|
{ |
|
SoundInfo_t &sound = m_Sounds[ i ]; |
|
sound.WriteDelta( pDeltaSound, msg.m_DataOut ); |
|
pDeltaSound = &m_Sounds[ i ]; |
|
} |
|
|
|
// Now read them out |
|
defaultSound.SetDefault(); |
|
pDeltaSound = &defaultSound; |
|
|
|
msg.m_DataIn.StartReading( buf, msg.m_DataOut.GetNumBytesWritten(), 0, msg.m_DataOut.GetNumBitsWritten() ); |
|
|
|
SoundInfo_t sound; |
|
|
|
for ( int i=0; i<msg.m_nNumSounds; i++ ) |
|
{ |
|
sound.ReadDelta( pDeltaSound, msg.m_DataIn ); |
|
|
|
pDeltaSound = &sound; // copy delta values |
|
|
|
if ( msg.m_bReliableSound ) |
|
{ |
|
// client is incrementing the reliable sequence numbers itself |
|
m_nSoundSequence = ( m_nSoundSequence + 1 ) & SOUND_SEQNUMBER_MASK; |
|
|
|
Assert ( sound.nSequenceNumber == 0 ); |
|
|
|
sound.nSequenceNumber = m_nSoundSequence; |
|
} |
|
|
|
// Add no ambient sounds to sorted queue, will be processed after packet has been completly parsed |
|
// CL_AddSound( sound ); |
|
m_Received.AddToTail( sound ); |
|
} |
|
|
|
|
|
// Now validate them |
|
for ( int i = 0 ; i < msg.m_nNumSounds; ++i ) |
|
{ |
|
SoundInfo_t &server = m_Sounds[ i ]; |
|
SoundInfo_t &client = m_Received[ i ]; |
|
|
|
Compare( server, client ); |
|
} |
|
|
|
m_Sounds.Purge(); |
|
m_Received.Purge(); |
|
} |
|
|
|
void CTestSoundInfoNetworking::Compare( const SoundInfo_t &s1, const SoundInfo_t &s2 ) |
|
{ |
|
bool bSndStop = s2.nFlags == SND_STOP; |
|
|
|
if ( !bSndStop && s1.nSequenceNumber != s2.nSequenceNumber ) |
|
{ |
|
Msg( "seq number mismatch %d %d\n", s1.nSequenceNumber, s2.nSequenceNumber ); |
|
} |
|
|
|
|
|
if ( s1.nEntityIndex != s2.nEntityIndex ) |
|
{ |
|
Msg( "ent mismatch %d %d\n", s1.nEntityIndex, s2.nEntityIndex ); |
|
} |
|
|
|
if ( s1.nChannel != s2.nChannel ) |
|
{ |
|
Msg( "channel mismatch %d %d\n", s1.nChannel, s2.nChannel ); |
|
} |
|
|
|
Vector d; |
|
|
|
d = s1.vOrigin - s2.vOrigin; |
|
|
|
if ( !bSndStop && d.Length() > 32.0f ) |
|
{ |
|
Msg( "origin mismatch [%f] (%f %f %f) != (%f %f %f)\n", d.Length(), s1.vOrigin.x, s1.vOrigin.y, s1.vOrigin.z, s2.vOrigin.x, s2.vOrigin.y, s2.vOrigin.z ); |
|
} |
|
|
|
// Vector vDirection; |
|
float delta = fabs( s1.fVolume - s2.fVolume ); |
|
|
|
if ( !bSndStop && delta > 1.0f ) |
|
{ |
|
Msg( "vol mismatch %f %f\n", s1.fVolume, s2.fVolume ); |
|
} |
|
|
|
|
|
if ( !bSndStop && s1.Soundlevel != s2.Soundlevel ) |
|
{ |
|
Msg( "sndlvl mismatch %d %d\n", s1.Soundlevel, s2.Soundlevel ); |
|
} |
|
|
|
// bLooping; |
|
|
|
if ( s1.bIsSentence != s2.bIsSentence ) |
|
{ |
|
Msg( "sentence mismatch %d %d\n", s1.bIsSentence ? 1 : 0, s2.bIsSentence ? 1 : 0 ); |
|
} |
|
if ( s1.bIsAmbient != s2.bIsAmbient ) |
|
{ |
|
Msg( "ambient mismatch %d %d\n", s1.bIsAmbient ? 1 : 0, s2.bIsAmbient ? 1 : 0 ); |
|
} |
|
|
|
if ( !bSndStop && s1.nPitch != s2.nPitch ) |
|
{ |
|
Msg( "pitch mismatch %d %d\n", s1.nPitch, s2.nPitch ); |
|
} |
|
|
|
if ( !bSndStop && s1.nSpecialDSP != s2.nSpecialDSP ) |
|
{ |
|
Msg( "special dsp mismatch %d %d\n", s1.nSpecialDSP, s2.nSpecialDSP ); |
|
} |
|
|
|
// Vector vListenerOrigin; |
|
|
|
if ( s1.nFlags != s2.nFlags ) |
|
{ |
|
Msg( "flags mismatch %d %d\n", s1.nFlags, s2.nFlags ); |
|
} |
|
|
|
if ( s1.nSoundNum != s2.nSoundNum ) |
|
{ |
|
Msg( "soundnum mismatch %d %d\n", s1.nSoundNum, s2.nSoundNum ); |
|
} |
|
|
|
delta = fabs( s1.fDelay - s2.fDelay ); |
|
|
|
if ( !bSndStop && delta > 0.020f ) |
|
{ |
|
Msg( "delay mismatch %f %f\n", s1.fDelay, s2.fDelay ); |
|
} |
|
|
|
|
|
if ( !bSndStop && s1.nSpeakerEntity != s2.nSpeakerEntity ) |
|
{ |
|
Msg( "speakerentity mismatch %d %d\n", s1.nSpeakerEntity, s2.nSpeakerEntity ); |
|
} |
|
} |
|
|
|
#endif
|
|
|