Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef SV_RCON_H
#define SV_RCON_H
#ifdef _WIN32
#pragma once
#endif
#include "sv_main.h"
#include "netmessages.h"
#include "net.h"
#include "client.h"
#include "utlvector.h"
#include "utllinkedlist.h"
#include "netadr.h"
#include "sv_remoteaccess.h"
#include "socketcreator.h"
#include "igameserverdata.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define RCON_MAX_OUTSTANDING_SENDS 100 // max packets to queue before dropping connection
//-----------------------------------------------------------------------------
// container class to handle network streams
//-----------------------------------------------------------------------------
class CRConServer : public ISocketCreatorListener
{
public:
CRConServer( const char *netAddress );
CRConServer();
~CRConServer();
void SetAddress( const char *netAddress );
void SetPassword( const char *pPassword );
bool HasPassword() const;
bool IsPassword( const char *pPassword ) const;
bool CreateSocket();
void RunFrame();
bool IsConnected();
void FinishRedirect( const char *msg, const netadr_t &adr );
bool HandleFailedRconAuth( const netadr_t &adr );
void SetRequestID( ra_listener_id listener, int iRequestID );
bool BCloseAcceptedSocket( ra_listener_id nIndex );
// Allows a server to request a listening client to connect to it
bool ConnectToListeningClient( const netadr_t &adr, bool bSingleSocket );
// Inherited from ISocketCreatorListener
virtual bool ShouldAcceptSocket( SocketHandle_t hSocket, const netadr_t & netAdr );
virtual void OnSocketAccepted( SocketHandle_t hSocket, const netadr_t & netAdr, void** ppData );
virtual void OnSocketClosed( SocketHandle_t hSocket, const netadr_t & netAdr, void* pData );
private:
struct ConnectedRConSocket_t
{
bool authed;
int lastRequestID;
ra_listener_id listenerID;
CUtlBuffer packetbuffer; // data buffer containing pending incoming data for this connection
CUtlLinkedList< CUtlBuffer > m_OutstandingSends; // packets pending to be send (queued because of WSAEWOULDBLOCK )
};
struct FailedRCon_t
{
int badPasswordCount;
netadr_t adr;
CUtlLinkedList< float > badPasswordTimes;
bool operator==( const FailedRCon_t &rhs ) const { return ( adr.CompareAdr( rhs.adr) == 0 ); }
bool operator<( const FailedRCon_t &rhs ) const;
};
ConnectedRConSocket_t* GetSocketData( int nIndex );
void ProcessAccept();
// NOTE: This function can remove elements. If calling it from a loop,
// always iterate over accepted sockets backwards to avoid problems.
bool SendRCONResponse( int nIndex, const void *data, int len, bool fromQueue = false );
CSocketCreator m_Socket;
CUtlVector< FailedRCon_t > m_failedRcons;
CUtlString m_Password;
netadr_t m_Address;
bool m_bSocketDeleted;
};
inline CRConServer::ConnectedRConSocket_t* CRConServer::GetSocketData( int nIndex )
{
return (ConnectedRConSocket_t*)m_Socket.GetAcceptedSocketData( nIndex );
}
CRConServer & RCONServer();
#ifdef ENABLE_RPT
CRConServer & RPTServer();
#endif // ENABLE_RPT
#endif // SV_RCON_H