cnq3/code/server/sv_ccmds.cpp

747 lines
18 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "server.h"
#include "../qcommon/vm_local.h"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
// returns the player with player id or name from Cmd_Argv(1)
static client_t* SV_GetPlayerByHandle()
{
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
const char* const s = Cmd_Argv( 1 );
// check whether this is a numeric player handle
int i;
for ( i = 0; s[i] >= '0' && s[i] <= '9'; i++ );
if ( !s[i] ) {
int plid = atoi(s);
// Check for numeric playerid match
if ( plid >= 0 && plid < sv_maxclients->integer ) {
client_t* const cl = &svs.clients[plid];
if ( cl->state )
return cl;
}
}
char s2[64];
char n2[64];
Q_strncpyz( s2, s, sizeof(s2) );
Q_CleanStr( s2 );
int caseSensMatchCount = 0;
int caseInsMatchCount = 0;
int caseSensMatchIndex = -1;
int caseInsMatchIndex = -1;
client_t* cl = svs.clients;
// check for a name match
for ( i = 0; i < sv_maxclients->integer; i++, cl++ ) {
if ( !cl->state )
continue;
Q_strncpyz( n2, cl->name, sizeof(n2) );
Q_CleanStr( n2 );
if ( !strcmp( n2, s2 ) ) {
caseSensMatchIndex = i;
caseSensMatchCount++;
}
if ( !Q_stricmp( n2, s2 ) ) {
caseInsMatchIndex = i;
caseInsMatchCount++;
}
}
if (caseSensMatchCount == 1)
return svs.clients + caseSensMatchIndex;
if (caseInsMatchCount == 1)
return svs.clients + caseInsMatchIndex;
if (caseSensMatchCount > 1 || caseInsMatchCount > 1) {
Com_Printf( "More than 1 player with the name %s\n", s2 );
return NULL;
}
Com_Printf( "Player %s is not on the server\n", s2 );
return NULL;
}
// returns the player with idnum from Cmd_Argv(1)
static client_t* SV_GetPlayerByNum()
{
client_t *cl;
int i;
int idnum;
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
const char* s = Cmd_Argv(1);
for (i = 0; s[i]; i++) {
if (s[i] < '0' || s[i] > '9') {
Com_Printf( "Bad slot number: %s\n", s);
return NULL;
}
}
idnum = atoi( s );
if ( idnum < 0 || idnum >= sv_maxclients->integer ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &svs.clients[idnum];
if ( !cl->state ) {
Com_Printf( "Client %i is not active\n", idnum );
return NULL;
}
return cl;
}
//=========================================================
// restart the server on a different map
static void SV_ChangeMap( qbool cheats )
{
const char* map = Cmd_Argv(1);
if ( !map ) {
return;
}
// make sure the level exists before trying to change
// so that a typo at the server console won't end the game
const char* mapfile = va( "maps/%s.bsp", map );
if ( FS_ReadFile( mapfile, NULL ) == -1 ) {
Com_Printf( "Can't find map %s\n", mapfile );
return;
}
// force latched values to get set
Cvar_Get( "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
// save the map name here cause on a map restart we reload the q3config.cfg
// and thus nuke the arguments of the map command
char mapname[MAX_QPATH];
Q_strncpyz( mapname, map, sizeof(mapname) );
// start up the map
SV_SpawnServer( mapname );
Cvar_Set( "sv_cheats", cheats ? "1" : "0" );
}
static void SV_Map_f( )
{
SV_ChangeMap( qfalse );
}
static void SV_DevMap_f( )
{
SV_ChangeMap( qtrue );
}
static void SV_CompleteMap_f( int startArg, int compArg )
{
if ( startArg + 1 == compArg )
Field_AutoCompleteCustom( startArg, compArg, &Field_AutoCompleteMapName );
}
/*
Completely restarts a level, but doesn't send a new gamestate to the clients.
This allows fair starts with variable load times.
*/
static void SV_MapRestart_f( )
{
int i;
// make sure we aren't restarting twice in the same frame
if ( com_frameTime == sv.serverId ) {
return;
}
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( sv.restartTime ) {
return;
}
int delay = Cmd_Argc() > 1 ? atoi( Cmd_Argv(1) ) : 5;
if ( delay ) {
sv.restartTime = svs.time + delay * 1000;
return;
}
// check for changes in variables that can't just be restarted
// dwl: If the game lasts more than two hours, then when restarting map have to restart the server
if ( sv_maxclients->modified || sv_gametype->modified || (svs.time > 2*60*60*1000)) {
Com_Printf( "variable change -- restarting.\n" );
// restart the map the slow way
char mapname[MAX_QPATH];
Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
SV_SpawnServer( mapname );
return;
}
// toggle the server bit so clients can detect that a
// map_restart has happened
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// generate a new serverid
// TTimo - don't update restartedserverId here, otherwise we won't deal correctly with multiple map_restart
sv.serverId = com_frameTime;
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
// reset all the vm data in place without changing memory allocation
// note that we do NOT set sv.state = SS_LOADING, so configstrings that
// had been changed from their default values will generate broadcast updates
sv.state = SS_LOADING;
sv.restarting = qtrue;
SV_RestartGameProgs();
// run a few frames to allow everything to settle
for (i = 0; i < 3; i++)
{
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
sv.state = SS_GAME;
sv.restarting = qfalse;
// connect and begin all the clients
for (i = 0; i < sv_maxclients->integer; ++i) {
client_t* client = &svs.clients[i];
// send the new gamestate to all connected clients
if ( client->state < CS_CONNECTED) {
continue;
}
qbool isBot = ( client->netchan.remoteAddress.type == NA_BOT );
// add the map_restart command
SV_AddServerCommand( client, "map_restart\n" );
// connect the client again, without the firstTime flag
const char* denied = (const char*)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( client, denied );
Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i );
continue;
}
if ( client->state == CS_ACTIVE )
SV_ClientEnterWorld( client, &client->lastUsercmd );
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
//===============================================================
/*
==================
SV_Kick_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_Kick_f( void ) {
client_t *cl;
int i;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kick <player name>\nkick all = kick everyone\nkick allbots = kick all bots\n");
return;
}
cl = SV_GetPlayerByHandle();
if ( !cl ) {
if ( !Q_stricmp(Cmd_Argv(1), "all") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
else if ( !Q_stricmp(Cmd_Argv(1), "allbots") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type != NA_BOT ) {
continue;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
==================
SV_Ban_f
Ban a user from being able to play on this server through the auth
server
==================
*/
static void SV_Ban_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banUser <player name>\n");
return;
}
cl = SV_GetPlayerByHandle();
if (!cl) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
/*
==================
SV_BanNum_f
Ban a user from being able to play on this server through the auth
server
==================
*/
static void SV_BanNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banClient <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
/*
==================
SV_KickNum_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_KickNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kicknum <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
return;
}
SV_DropClient( cl, "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
================
SV_Status_f
================
*/
static void SV_Status_f( void ) {
int i, j, l;
client_t *cl;
playerState_t *ps;
const char *s;
int ping;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
Com_Printf ("map: %s\n", sv_mapname->string );
Com_Printf ("num score ping name lastmsg address qport rate\n");
Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n");
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++)
{
if (!cl->state)
continue;
Com_Printf ("%3i ", i);
ps = SV_GameClientNum( i );
Com_Printf ("%5i ", ps->persistant[PERS_SCORE]);
if (cl->state == CS_CONNECTED)
Com_Printf ("CNCT ");
else if (cl->state == CS_ZOMBIE)
Com_Printf ("ZMBI ");
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
Com_Printf ("%4i ", ping);
}
Com_Printf ("%s", cl->name);
// TTimo adding a ^7 to reset the color
// NOTE: colored names in status breaks the padding (WONTFIX)
Com_Printf ("^7");
l = 16 - strlen(cl->name);
for (j=0 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%7i ", svs.time - cl->lastPacketTime );
s = NET_AdrToString( cl->netchan.remoteAddress );
Com_Printf ("%s", s);
l = 22 - strlen(s);
for (j=0 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%5i", cl->netchan.qport);
Com_Printf (" %5i", cl->rate);
Com_Printf ("\n");
}
Com_Printf ("\n");
}
static void SV_ConSay_f(void)
{
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc () < 2 ) {
return;
}
/*
char text[MAX_STRING_CHARS];
strcpy(text, "console: ");
char* p = Cmd_Args();
if ( *p == '"' ) {
p++;
p[strlen(p)-1] = 0;
}
strcat(text, p);
SV_SendServerCommand(NULL, "chat \"%s\n\"", text);
*/
SV_SendServerCommand(NULL, "chat \"console:%s\n\"", Cmd_Args());
}
/*
==================
SV_Heartbeat_f
Also called by SV_DropClient, SV_DirectConnect, and SV_SpawnServer
==================
*/
void SV_Heartbeat_f( void ) {
svs.nextHeartbeatTime = -9999999;
}
/*
===========
SV_Serverinfo_f
Examine the serverinfo string
===========
*/
static void SV_Serverinfo_f( void ) {
Com_Printf ("Server info settings:\n");
Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
}
/*
===========
SV_Systeminfo_f
Examine or change the serverinfo string
===========
*/
static void SV_Systeminfo_f( void ) {
Com_Printf ("System info settings:\n");
Info_Print ( Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
}
/*
===========
SV_DumpUser_f
Examine all a users info strings FIXME: move to game
===========
*/
static void SV_DumpUser_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: info <userid>\n");
return;
}
cl = SV_GetPlayerByHandle();
if ( !cl ) {
return;
}
Com_Printf( "userinfo\n" );
Com_Printf( "--------\n" );
Info_Print( cl->userinfo );
}
static void SV_KillServer_f() {
SV_Shutdown( "killserver" );
}
static void SV_ServerRestart_f()
{
char mapname[MAX_QPATH];
Com_Printf( "server restarting.\n" );
Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
SV_SpawnServer( mapname );
return;
}
void SV_AddOperatorCommands()
{
static qbool initialized = qfalse;
if ( initialized )
return;
initialized = qtrue;
Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
Cmd_AddCommand ("kick", SV_Kick_f);
Cmd_AddCommand ("banUser", SV_Ban_f);
Cmd_AddCommand ("banClient", SV_BanNum_f);
Cmd_AddCommand ("clientkick", SV_KickNum_f);
Cmd_AddCommand ("status", SV_Status_f);
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
Cmd_AddCommand ("map_restart", SV_MapRestart_f);
Cmd_AddCommand ("sectorlist", SV_SectorList_f);
Cmd_AddCommand ("map", SV_Map_f);
Cmd_AddCommand ("devmap", SV_DevMap_f);
Cmd_SetAutoCompletion ("map", SV_CompleteMap_f);
Cmd_SetAutoCompletion ("devmap", SV_CompleteMap_f);
Cmd_AddCommand ("killserver", SV_KillServer_f);
Cmd_AddCommand ("sv_restart", SV_ServerRestart_f );
if( com_dedicated->integer ) {
Cmd_AddCommand ("say", SV_ConSay_f);
}
}
void SV_RemoveOperatorCommands()
{
#if 0
// removing these won't let the server start again
Cmd_RemoveCommand ("heartbeat");
Cmd_RemoveCommand ("kick");
Cmd_RemoveCommand ("banUser");
Cmd_RemoveCommand ("banClient");
Cmd_RemoveCommand ("status");
Cmd_RemoveCommand ("serverinfo");
Cmd_RemoveCommand ("systeminfo");
Cmd_RemoveCommand ("dumpuser");
Cmd_RemoveCommand ("map_restart");
Cmd_RemoveCommand ("sectorlist");
Cmd_RemoveCommand ("say");
#endif
}