/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" void Svcmd_Test_f (void) { safe_cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n"); } /* ============================================================================== PACKET FILTERING You can add or remove addresses from the filter list with: addip <ip> removeip <ip> The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40". Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host. listip Prints the current list of filters. writeip Dumps "addip <ip>" commands to listip.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion. filterban <0 or 1> If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting. If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network. ============================================================================== */ typedef struct { unsigned mask; unsigned compare; } ipfilter_t; #define MAX_IPFILTERS 1024 ipfilter_t ipfilters[MAX_IPFILTERS]; int numipfilters; /* ================= StringToFilter ================= */ static qboolean StringToFilter (char *s, ipfilter_t *f) { char num[128]; int i, j; byte b[4]; byte m[4]; for (i=0 ; i<4 ; i++) { b[i] = 0; m[i] = 0; } for (i=0 ; i<4 ; i++) { if (*s < '0' || *s > '9') { safe_cprintf(NULL, PRINT_HIGH, "Bad filter address: %s\n", s); return false; } j = 0; while (*s >= '0' && *s <= '9') { num[j++] = *s++; } num[j] = 0; b[i] = atoi(num); if (b[i] != 0) m[i] = 255; if (!*s) break; s++; } f->mask = *(unsigned *)m; f->compare = *(unsigned *)b; return true; } /* ================= SV_FilterPacket ================= */ qboolean SV_FilterPacket (char *from) { int i; unsigned in; byte m[4]; char *p; i = 0; p = from; while (*p && i < 4) { m[i] = 0; while (*p >= '0' && *p <= '9') { m[i] = m[i]*10 + (*p - '0'); p++; } if (!*p || *p == ':') break; i++, p++; } in = *(unsigned *)m; for (i=0 ; i<numipfilters ; i++) if ( (in & ipfilters[i].mask) == ipfilters[i].compare) return (int)filterban->value; return (int)!filterban->value; } /* ================= SV_AddIP_f ================= */ void SVCmd_AddIP_f (void) { int i; if (gi.argc() < 3) { safe_cprintf(NULL, PRINT_HIGH, "Usage: addip <ip-mask>\n"); return; } for (i=0 ; i<numipfilters ; i++) if (ipfilters[i].compare == 0xffffffff) break; // free spot if (i == numipfilters) { if (numipfilters == MAX_IPFILTERS) { safe_cprintf (NULL, PRINT_HIGH, "IP filter list is full\n"); return; } numipfilters++; } if (!StringToFilter (gi.argv(2), &ipfilters[i])) ipfilters[i].compare = 0xffffffff; } /* ================= SV_RemoveIP_f ================= */ void SVCmd_RemoveIP_f (void) { ipfilter_t f; int i, j; if (gi.argc() < 3) { safe_cprintf(NULL, PRINT_HIGH, "Usage: sv removeip <ip-mask>\n"); return; } if (!StringToFilter (gi.argv(2), &f)) return; for (i=0 ; i<numipfilters ; i++) if (ipfilters[i].mask == f.mask && ipfilters[i].compare == f.compare) { for (j=i+1 ; j<numipfilters ; j++) ipfilters[j-1] = ipfilters[j]; numipfilters--; safe_cprintf (NULL, PRINT_HIGH, "Removed.\n"); return; } safe_cprintf (NULL, PRINT_HIGH, "Didn't find %s.\n", gi.argv(2)); } /* ================= SV_ListIP_f ================= */ void SVCmd_ListIP_f (void) { int i; byte b[4]; safe_cprintf (NULL, PRINT_HIGH, "Filter list:\n"); for (i=0 ; i<numipfilters ; i++) { *(unsigned *)b = ipfilters[i].compare; safe_cprintf (NULL, PRINT_HIGH, "%3i.%3i.%3i.%3i\n", b[0], b[1], b[2], b[3]); } } /* ================= SV_WriteIP_f ================= */ void SVCmd_WriteIP_f (void) { FILE *f; char name[MAX_OSPATH]; byte b[4]; int i; cvar_t *game; game = gi.cvar("game", "", 0); if (!*game->string) Com_sprintf (name, sizeof(name), "%s/listip.cfg", GAMEVERSION); else Com_sprintf (name, sizeof(name), "%s/listip.cfg", game->string); safe_cprintf (NULL, PRINT_HIGH, "Writing %s.\n", name); f = fopen (name, "wb"); if (!f) { safe_cprintf (NULL, PRINT_HIGH, "Couldn't open %s\n", name); return; } fprintf(f, "set filterban %d\n", (int)filterban->value); for (i=0 ; i<numipfilters ; i++) { *(unsigned *)b = ipfilters[i].compare; fprintf (f, "sv addip %i.%i.%i.%i\n", b[0], b[1], b[2], b[3]); } fclose (f); } /* ================= ServerCommand ServerCommand will be called when an "sv" command is issued. The game can issue gi.argc() / gi.argv() commands to get the rest of the parameters ================= */ void ServerCommand (void) { char *cmd; cmd = gi.argv(1); if (Q_stricmp (cmd, "test") == 0) Svcmd_Test_f (); else if (Q_stricmp (cmd, "addip") == 0) SVCmd_AddIP_f (); else if (Q_stricmp (cmd, "removeip") == 0) SVCmd_RemoveIP_f (); else if (Q_stricmp (cmd, "listip") == 0) SVCmd_ListIP_f (); else if (Q_stricmp (cmd, "writeip") == 0) SVCmd_WriteIP_f (); // ACEBOT_ADD else if (Q_stricmp (cmd, "acedebug") == 0) if (strcmp(gi.argv(2),"on")==0) { safe_bprintf (PRINT_MEDIUM, "ACE: Debug Mode On\n"); debug_mode = true; } else { safe_bprintf (PRINT_MEDIUM, "ACE: Debug Mode Off\n"); debug_mode = false; } else if (Q_stricmp (cmd, "addbot") == 0) { if (!deathmatch->value) // Knightmare added { safe_bprintf (PRINT_MEDIUM, "ACE: Can only spawn bots in deathmatch mode.\n"); return; } if (ctf->value) // name, skin, team ACESP_SpawnBot (gi.argv(2), gi.argv(3), gi.argv(4), NULL); else // name, skin ACESP_SpawnBot (NULL, gi.argv(2), gi.argv(3), NULL); } // removebot else if (Q_stricmp (cmd, "removebot") == 0) ACESP_RemoveBot (gi.argv(2)); // Node saving else if (Q_stricmp (cmd, "savenodes") == 0) ACEND_SaveNodes (); // ACEBOT_END // Knightmare added- DM pause else if(Q_stricmp (cmd, "dmpause") == 0) { if (!deathmatch->value) { safe_cprintf (NULL, PRINT_HIGH, "Dmpause only works in deathmatch.\n", cmd); paused = false; return; } paused = !paused; if (!paused) // unfreeze players { int i; edict_t *player; for (i=0; i<game.maxclients; i++) { player = &g_edicts[1+i]; if (!player->inuse || !player->client) continue; if (player->is_bot || player->client->ctf_grapple) continue; player->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; } safe_bprintf (PRINT_HIGH, "Game unpaused\n"); } } else safe_cprintf (NULL, PRINT_HIGH, "Unknown server command \"%s\"\n", cmd); }