#include "quakedef.h" #ifdef SV_MASTER #ifdef _WIN32 #include "winquake.h" #ifdef _MSC_VER #include "wsipx.h" #endif #endif #include "netinc.h" #include "fs.h" //quakeworld protocol // heartbeat: "a" // query: "c\n%i\n%i\n" //queryresponse: "d\naaaappaaaapp" #define QUAKEWORLDPROTOCOLNAME "FTE-Quake" //quake2 protocol // heartbeat: "heartbeat\n%s\n%i %i \"%s\"\n" // query: "query\0" //queryresponse: "servers\naaaappaaaapp" #define QUAKE2PROTOCOLNAME "Quake2" //quake3/dpmaster protocol // heartbeat: "heartbeat DarkPlaces\n" // query: "getservers[Ext] [%s] %u [empty] [full] [ipv6]" //queryresponse: "getservers[Ext]Response\\aaaapp/aaaaaaaaaaaapp\\EOF" #define QUAKE3PROTOCOLNAME "Quake3" enum gametypes_e { GT_FFA=0, GT_TOURNEY=1, GT_TEAM=3, GT_CTF=4, }; typedef struct svm_server_s { netadr_t adr; const char *brokerid; //from rtc broker, for ICE connections (persistent until killed). int protover; unsigned int spectators; // unsigned int bots; //non-human players unsigned int clients; //human players unsigned int maxclients; //limit of bots+clients, but not necessarily spectators. int needpass:1; int coop:1; char hostname[64]; //just for our own listings. char mapname[16]; //just for our own listings. char gamedir[16]; //again... char version[48]; unsigned short gametype; double expiretime; bucket_t bucket; //for faster address lookups. struct svm_game_s *game; struct svm_server_s *next; } svm_server_t; typedef struct svm_game_s { struct svm_game_s *next; svm_server_t *firstserver; size_t numservers; qboolean persistent; char *aliases; //list of terminated names, terminated with a double-null char name[1]; //eg: Quake } svm_game_t; typedef struct { double time; svm_game_t *firstgame; size_t numgames; hashtable_t serverhash; size_t numservers; struct rates_s { double timestamp; size_t heartbeats; //heartbeats/serverinfos (general maintainence things due to server counts) size_t queries; //players querying for info size_t junk; //unknown packets size_t stun; //special packets handled by the network layer... though I suppose these should count as queries. size_t drops; size_t adds; } total, stamps[60]; size_t stampring; double nextstamp; } masterserver_t; static masterserver_t svm; ftenet_connections_t *svm_sockets; static void QDECL SVM_Tcpport_Callback(struct cvar_s *var, char *oldvalue) { FTENET_AddToCollection(svm_sockets, var->name, var->string, NA_IP, NP_STREAM); } static void QDECL SVM_Port_Callback(struct cvar_s *var, char *oldvalue) { FTENET_AddToCollection(svm_sockets, var->name, var->string, NA_IP, NP_DGRAM); } static cvar_t sv_heartbeattimeout = CVARD("sv_heartbeattimeout", "300", "How many seconds a server should remain listed after its latest heartbeat. Larger values can avoid issues from packetloss, but can also make dos attacks easier."); static cvar_t sv_masterport = CVARC("sv_masterport", STRINGIFY(PORT_QWMASTER)" "STRINGIFY(PORT_ICEBROKER), SVM_Port_Callback); static cvar_t sv_masterport_tcp = CVARC("sv_masterport_tcp", STRINGIFY(PORT_ICEBROKER), SVM_Tcpport_Callback); static cvar_t sv_maxgames = CVARD("sv_maxgames", "100", "Limits the number of games that may be known. This is to reduce denial of service attacks."); static cvar_t sv_maxservers = CVARD("sv_maxservers", "10000", "Limits the number of servers (total from all games) that may be known. This is to reduce denial of service attacks."); static cvar_t sv_hideinactivegames = CVARD("sv_hideinactivegames", "1", "Don't show known games that currently have no servers in html listings."); static cvar_t sv_sortlist = CVARD("sv_sortlist", "3", "Controls sorting of the http output:\n0: don't bother\n1: clients then address\n2: hostname then address\n3: clients then hostname then address\n4: just address"); static cvar_t sv_hostname = CVARD("hostname", "Unnamed FTE-Master", "Controls sorting of the http output:\n0: don't bother\n1: clients then address\n2: hostname then address\n3: clients then hostname then address\n4: just address"); static cvar_t sv_slaverequery = CVARD("sv_slaverequery", "120", "Requery slave masters at this frequency."); static struct sv_masterslave_s { int type; cvar_t var; size_t numaddr; netadr_t addr[8]; } sv_masterslave[] = { {0, CVARD("sv_qwmasterslave1", "", "Specifies a different (quakeworld-protocol) master from which to steal server listings.")}, {0, CVARD("sv_qwmasterslave2", "", "Specifies a different (quakeworld-protocol) master from which to steal server listings.")}, {0, CVARD("sv_qwmasterslave3", "", "Specifies a different (quakeworld-protocol) master from which to steal server listings.")}, // {1, CVARD("sv_q2masterslave1", "", "Specifies a different (quake2-protocol) master from which to steal server listings.")}, // {1, CVARD("sv_q2masterslave2", "", "Specifies a different (quake2-protocol) master from which to steal server listings.")}, // {1, CVARD("sv_q2masterslave3", "", "Specifies a different (quake2-protocol) master from which to steal server listings.")}, // {2, CVARD("sv_q3masterslave1", "", "Specifies a different (quake3-protocol) master from which to steal server listings.")}, // {2, CVARD("sv_q3masterslave2", "", "Specifies a different (quake3-protocol) master from which to steal server listings.")}, // {2, CVARD("sv_q3masterslave3", "", "Specifies a different (quake3-protocol) master from which to steal server listings.")}, {3, CVARD("sv_dpmasterslave1", "", "Specifies a different (dpmaster-protocol) master from which to steal server listings.")}, {3, CVARD("sv_dpmasterslave2", "", "Specifies a different (dpmaster-protocol) master from which to steal server listings.")}, {3, CVARD("sv_dpmasterslave3", "", "Specifies a different (dpmaster-protocol) master from which to steal server listings.")}, }; static struct { netadr_t a; char *query; } *pingring; static size_t pingring_first; static size_t pingring_count; static size_t pingring_max; static char *master_css; static unsigned int SVM_GenerateBrokerKey(const char *brokerid) { return Hash_Key(brokerid, svm.serverhash.numbuckets); } //returns a hash key for a server's address. static unsigned int SVM_GenerateAddressKey(const netadr_t *adr) { unsigned int key; switch(adr->type) { case NA_IP: key = *(const unsigned int*)adr->address.ip; key ^= 0xffff0000; //match ipv6's ipv4-mapped addresses. key ^= adr->port; break; case NA_IPV6: key = *(const unsigned int*)(adr->address.ip6+0); key ^= *(const unsigned int*)(adr->address.ip6+4); key ^= *(const unsigned int*)(adr->address.ip6+8); key ^= *(const unsigned int*)(adr->address.ip6+12); key ^= adr->port; break; default: key = 0; break; } return key; } static svm_server_t *SVM_GetServer(netadr_t *adr) { svm_server_t *server; unsigned int key = SVM_GenerateAddressKey(adr); server = Hash_GetKey(&svm.serverhash, key); while (server) { if (!server->brokerid) //don't report brokered servers by address. if (NET_CompareAdr(&server->adr, adr)) return server; server = Hash_GetNextKey(&svm.serverhash, key, server); } return NULL; } static svm_game_t *SVM_FindGame(const char *game, int create) { svm_game_t *g, **link; const char *sanitise; const char *a; for (g = svm.firstgame; g; g = g->next) { if (!Q_strcasecmp(game, g->name)) return g; if (g->aliases) { for (a = g->aliases; *a; a+=strlen(a)+1) { if (!Q_strcasecmp(game, a)) return g; } } } if (create) { if (create != 2) { if (svm.numgames >= sv_maxgames.ival) { Con_DPrintf("game limit exceeded\n"); return NULL; } //block some chars that may cause issues/exploits. sorry. for (sanitise = game; *sanitise; sanitise++) { if ((*sanitise >= 'a' && *sanitise <= 'z') || //allow lowercase (*sanitise >= 'A' && *sanitise <= 'Z') || //allow uppercase (*sanitise >= '0' && *sanitise <= '9') || //allow numbers (but not leeding, see below) (*sanitise == '-' || *sanitise == '_')) //allow a little punctuation, to make up for the lack of spaces. continue; return NULL; } } if (!*game || (*game >= '0' && *game <= '9')) return NULL; //must not start with a number either. g = ZF_Malloc(sizeof(*g) + strlen(game)); if (g) { char *n; strcpy(g->name, game); for (n = g->name; *n; n++) { //some extra fixups, because formalnames are messy. if (*n == ' ' || *n == '\t' || *n == ':' || *n == '?' || *n == '#' || *n == '.') *n = '_'; } g->persistent = create==2; g->next = NULL; //add it at the end. for (link = &svm.firstgame; *link; link = &(*link)->next) ; *link = g; svm.numgames++; Con_DPrintf("Creating game \"%s\"\n", g->name); } } return g; } static int QDECL SVM_SortOrder(const void *v1, const void *v2) { svm_server_t const*const s1 = *(svm_server_t const*const*const)v1; svm_server_t const*const s2 = *(svm_server_t const*const*const)v2; int t, i; if (sv_sortlist.ival&8) return s1->expiretime > s2->expiretime; if (sv_sortlist.ival&1) { if ((t=(s2->clients-s1->clients))) return (t>0)?1:-1; if ((t=(s2->spectators-s1->spectators))) return (t>0)?1:-1; if ((t=(s2->bots-s1->bots))) return (t>0)?1:-1; } if (sv_sortlist.ival&16) if ((t=strcmp(s1->version, s2->version))) return (t>0)?1:-1; if (sv_sortlist.ival&32) if ((t=strcmp(s1->gamedir, s2->gamedir))) return (t>0)?1:-1; if (sv_sortlist.ival&2) if ((t=strcmp(s1->hostname, s2->hostname))) return (t>0)?1:-1; //sort by scheme, address family, and ip if ((t=(s1->adr.prot-s2->adr.prot))) return (t>0)?1:-1; if ((t=(s1->adr.type-s2->adr.type))) return (t>0)?1:-1; if (s1->adr.type==NA_IP) i = sizeof(s1->adr.address.ip); else if (s1->adr.type==NA_IPV6) i = sizeof(s1->adr.address.ip6); else i = 0; for(t = 0; t < i; t++) if (s1->adr.address.ip6[t] != s2->adr.address.ip6[t]) return (s1->adr.address.ip6[t]>s2->adr.address.ip6[t])?1:-1; //and now do port numbers too. t = BigShort(s1->adr.port) - BigShort(s2->adr.port); if (t) return (t>0)?1:-1; return 0; } static void SVM_SortServers(svm_game_t *game) { svm_server_t **serverlink, *s; svm_server_t **sv = malloc(sizeof(*sv)*game->numservers); int i; if (!sv_sortlist.ival) return; for (i=0, s = game->firstserver; s; s = s->next) sv[i++] = s; qsort(sv, i, sizeof(*sv), SVM_SortOrder); for (i = 0, serverlink = &game->firstserver; i < game->numservers; i++) { *serverlink = sv[i]; serverlink = &sv[i]->next; } *serverlink = NULL; } static void SVM_RemoveOldServers(void) { svm_game_t **gamelink, *g; svm_server_t **serverlink, *s; for (gamelink = &svm.firstgame; (g=*gamelink); ) { for (serverlink = &g->firstserver; (s=*serverlink); ) { //brokered servers don't time out (they drop when their tcp connection dies) if (!s->brokerid && s->expiretime < svm.time) { if (developer.ival) { char buf[256]; Con_Printf("timeout: %s\n", NET_AdrToString(buf, sizeof(buf), &s->adr)); } Hash_RemoveDataKey(&svm.serverhash, SVM_GenerateAddressKey(&s->adr), s); svm.total.drops++; *serverlink = s->next; BZ_Free(s); g->numservers--; svm.numservers--; } else serverlink = &s->next; } if (!g->firstserver && !g->persistent) { Con_DPrintf("game \"%s\" has no active servers\n", g->name); *gamelink = g->next; Z_Free(g); svm.numgames--; } else gamelink = &g->next; } } int SVM_AddIPAddresses(sizebuf_t *sb, int first, int ver, const char *gamename, int v4, int v6, qboolean empty, qboolean full, qboolean prefixes, int gametype) { int number = 0; svm_server_t *server; int prefix; int len; svm_game_t *game = SVM_FindGame(gamename, false); if (game) { for (server = game->firstserver; server; server = server->next) { if (number == first) break; first--; } for (; server; server = server->next) { if (server->protover != ver) continue; if (server->clients == 0 && !empty) continue; if (server->clients+server->bots >= server->maxclients && !full) continue; if (gametype != -1 && server->gametype != gametype) continue; switch(server->adr.type) { case NA_IP: if (!v4) continue; prefix = '\\'; len = 4; break; case NA_IPV6: if (!v6) continue; prefix = '/'; len = 16; break; default: continue; } if (prefixes) MSG_WriteByte(sb, prefix); SZ_Write(sb, server->adr.address.ip, len); MSG_WriteShort(sb, server->adr.port); number++; } } return number; } static char *QuakeCharsToHTML(char *outhtml, size_t outsize, const char *quake, qboolean deunderscore) { char *ret = outhtml; conchar_t chars[8192], *c=chars, *end; unsigned int codeflags, codepoint, oldflags=CON_WHITEMASK; unsigned int b; const char *htmlnames[16] = { "#000000", //black "#0000AA", //dark blue "#00AA00", //dark green "#00AAAA", //dark cyan "#AA0000", //dark red "#AA00AA", //dark magenta "#AA5500", //brown "#AAAAAA", //grey "#555555", //dark grey "#5555FF", //blue "#55FF55", //green "#55FFFF", //cyan "#FF5555", //red "#FF55FF", //magenta "#FFFF55", //yellow "#FFFFFF", //white }; if (!outsize--) return NULL; //no space for the null end = COM_ParseFunString(oldflags, quake, chars, sizeof(chars), false); while (c < end) { c = Font_Decode(c, &codeflags, &codepoint); if (codeflags & CON_HIDDEN) continue; //erk...? if (codeflags & CON_RICHFORECOLOUR) //fixme...? codeflags = CON_WHITEMASK; if ((codeflags&CON_FGMASK) != (oldflags&CON_FGMASK)) { if (oldflags != CON_WHITEMASK) { Q_strncpyz(outhtml, "", outsize); b=strlen(outhtml); outhtml += b; outsize -= b; } if (codeflags != CON_WHITEMASK) { Q_snprintfz(outhtml, outsize, "", htmlnames[(codeflags&CON_FGMASK)>>CON_FGSHIFT]); b=strlen(outhtml); outhtml += b; outsize -= b; } oldflags = codeflags; } if (codepoint == '<') { Q_strncpyz(outhtml, "<", outsize); b=strlen(outhtml); } else if (codepoint == '>') { Q_strncpyz(outhtml, ">", outsize); b=strlen(outhtml); } else if (codepoint == '&') { Q_strncpyz(outhtml, "&", outsize); b=strlen(outhtml); } else if (codepoint == '\"') { Q_strncpyz(outhtml, """, outsize); b=strlen(outhtml); } else if (codepoint == '\'') { Q_strncpyz(outhtml, "'", outsize); b=strlen(outhtml); } else if (codepoint >= 0xe086 && codepoint <= 0xe089) { const char *lednames[] = {"green", "red", "yellow", "blue"}; Q_snprintfz(outhtml, outsize, "", lednames[codepoint-0xe086]); b=strlen(outhtml); } else if (codepoint == '_' && deunderscore) *outhtml = ' ', b =1; else b = utf8_encode(outhtml, codepoint, outsize); if (b > 0) { outhtml += b; outsize -= b; } } *outhtml = 0; return ret; } static void SVM_Init(void) { master_css = FS_MallocFile("master.css", FS_ROOT, NULL); if (!master_css) master_css = Z_StrDup( "" "" ); } vfsfile_t *SVM_Generate_Gamelist(const char **mimetype, const char *query) { vfsfile_t *f = VFSPIPE_Open(1, false); char tmpbuf[256]; char hostname[1024]; svm_game_t *game; svm_server_t *server; unsigned clients=0,bots=0,specs=0, totalclients=0, totalbots=0, totalspecs=0; VFS_PRINTF(f, "%s", master_css); VFS_PRINTF(f, "

%s

\n", sv_hostname.string); VFS_PRINTF(f, "\n"); VFS_PRINTF(f, "\n"); for (game = svm.firstgame; game; game = game->next) { for (clients=0,bots=0,specs=0, server = game->firstserver; server; server = server->next) { clients += server->clients; bots += server->bots; specs += server->spectators; } if (game->numservers || !sv_hideinactivegames.ival) //only show active servers { QuakeCharsToHTML(tmpbuf, sizeof(tmpbuf), game->name, true); VFS_PRINTF(f, "\n", (unsigned)game->numservers, game->numservers==1?"":"s"); } totalclients += clients; totalbots += bots; totalspecs += specs; } VFS_PRINTF(f, "
Active GamesPlayersServer Count
%s%u player%s", game->name, query?"?":"", query?query:"", tmpbuf, clients, clients==1?"":"s"); if (bots) VFS_PRINTF(f, ", %u bot%s", bots, bots==1?"":"s"); if (specs) VFS_PRINTF(f, ", %u spectator%s", specs, specs==1?"":"s"); VFS_PRINTF(f, "%u server%s
\n"); VFS_PRINTF(f, "%u game%s", (unsigned)svm.numgames, svm.numgames==1?"":"s"); if (totalclients) VFS_PRINTF(f, ", %u player%s", totalclients, totalclients==1?"":"s"); if (totalbots) VFS_PRINTF(f, ", %u bot%s", totalbots, totalbots==1?"":"s"); if (totalspecs) VFS_PRINTF(f, ", %u spectator%s", totalspecs, totalspecs==1?"":"s"); VFS_PRINTF(f, ", %u server%s
\n", (unsigned)svm.numservers, svm.numservers==1?"":"s"); net_from.prot = NP_DGRAM; VFS_PRINTF(f, "Your IP is %s
\n", NET_BaseAdrToString(hostname, sizeof(hostname), &net_from)); *mimetype = "text/html"; return f; } vfsfile_t *SVM_Generate_Serverinfo(const char **mimetype, const char *serveraddr, const char *query) { vfsfile_t *f = VFSPIPE_Open(1, false); char tmpbuf[256]; char hostname[1024]; svm_server_t *server; netadr_t adr[64]; int count; VFS_PRINTF(f, "%s", master_css); VFS_PRINTF(f, "

Single Server Info

\n"); VFS_PRINTF(f, "\n"); VFS_PRINTF(f, "\n"); //FIXME: block dns lookups here? count = NET_StringToAdr2(serveraddr, 0, adr, countof(adr), NULL); while(count-->0) { server = SVM_GetServer(&adr[count]); if (server) { QuakeCharsToHTML(hostname, sizeof(hostname), server->hostname, false); VFS_PRINTF(f, "\n", server->game?server->game->name:"Unknown", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr), (server->needpass&1)?"🔒":"", hostname, server->gamedir, server->mapname, server->clients, server->maxclients); } else VFS_PRINTF(f, "\n", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &adr[count])); } VFS_PRINTF(f, "
GameAddressHostnameMod dirMapnamePlayers
%s%s%s%s%s%s%u/%u
?%s????/?
\n"); *mimetype = "text/html"; return f; } vfsfile_t *SVM_Generate_Serverlist(const char **mimetype, const char *masteraddr, const char *gamename, const char *query) { vfsfile_t *f = VFSPIPE_Open(1, false); char tmpbuf[256]; char hostname[1024]; const char *url; svm_game_t *game; svm_server_t *server; unsigned clients=0,bots=0,specs=0; qboolean showver = query && !!strstr(query, "ver=1"); game = SVM_FindGame(gamename, false); VFS_PRINTF(f, "%s", master_css); if (!strcmp(gamename, "UNKNOWN")) { VFS_PRINTF(f, "

Unresponsive Servers

\n"); VFS_PRINTF(f, "These servers have sent a heartbeat but have failed to respond to an appropriate query from a different port. This can happen when:
    " "
  • Server is firewalled and all inbound packets are dropped. Try reconfiguring your firewall to allow packets to that process or port.
  • " "
  • An intermediate router implements an Address/Port-Dependant-Filtering NAT. Try setting up port forwarding.
  • " "
  • Outgoing connections are asynchronous with regard to port forwarding. Such servers will show with arbitrary ephemerial ports. Docker: you can supposedly work around this with --net=host.
  • " "
  • Plain and simple packet loss, servers in this state for less than 5 mins may still be fine.
  • " "
  • Server crashed or was reconfigured before it could respond.
  • " "
  • MTU limits with failed defragmentation.
  • " "
  • Routing table misconfiguration.
  • " "
  • Other.
  • " "
\n"); } else VFS_PRINTF(f, "

Servers for %s

\n", QuakeCharsToHTML(tmpbuf, sizeof(tmpbuf), gamename, true)); if(game) { SVM_SortServers(game); VFS_PRINTF(f, "\n"); VFS_PRINTF(f, ""); if (showver) VFS_PRINTF(f, ""); VFS_PRINTF(f, "\n"); for (server = game->firstserver; server; server = server->next) { if (server->brokerid) { url = tmpbuf; Q_snprintfz(tmpbuf, sizeof(tmpbuf), "rtc://%s/%s", masteraddr, server->brokerid); } else url = NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr); QuakeCharsToHTML(hostname, sizeof(hostname), server->hostname, false); VFS_PRINTF(f, ""); if (showver) VFS_PRINTF(f, "", server->version); VFS_PRINTF(f, "\n"); clients += server->clients; bots += server->bots; specs += server->spectators; } VFS_PRINTF(f, "
AddressHostnameGamedirMapnamePlayersVersion
%s%s%s%s%s%s%u", url, (server->needpass&1)?"🔒":"", (server->coop&1)?"🚸":"", hostname, server->gamedir, server->mapname, server->clients); if (server->bots) VFS_PRINTF(f, "+%ub", server->bots); VFS_PRINTF(f, "/%u", server->maxclients); if (server->spectators) VFS_PRINTF(f, ", %us", server->spectators); VFS_PRINTF(f, "%s
\n"); VFS_PRINTF(f, "%u server%s", (unsigned)game->numservers, game->numservers==1?"":"s"); if (clients) VFS_PRINTF(f, ", %u client%s", (unsigned)clients, clients==1?"":"s"); if (bots) VFS_PRINTF(f, ", %u bot%s", (unsigned)bots, bots==1?"":"s"); if (specs) VFS_PRINTF(f, ", %u spectator%s", (unsigned)specs, specs==1?"":"s"); VFS_PRINTF(f, "\n"); } else VFS_PRINTF(f, "Protocol '%s' is not known\n", gamename); *mimetype = "text/html"; return f; } vfsfile_t *SVM_Generate_Rawlist(const char **mimetype, const char *masteraddr, const char *gamename, const char *query) { //just spews all char tmpbuf[256]; svm_game_t *game; svm_server_t *server; vfsfile_t *f = VFSPIPE_Open(1, false); COM_StripExtension(gamename, tmpbuf, sizeof(tmpbuf)); game = SVM_FindGame(tmpbuf, false); f = VFSPIPE_Open(1, false); VFS_PRINTF(f, "#Server list for \"%s\"\n", tmpbuf); for (server = (game?game->firstserver:NULL); server; server = server->next) { if (server->brokerid) VFS_PRINTF(f, "rtc://%s/%s \\maxclients\\%u\\clients\\%u\\bots\\%u\\hostname\\%s\\modname\\%s\\mapname\\%s\\needpass\\%i\n", masteraddr, server->brokerid, server->maxclients, server->clients, server->bots, server->hostname, server->gamedir, server->mapname, server->needpass); else VFS_PRINTF(f, "%s\n", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr)); } *mimetype = "text/plain"; return f; } vfsfile_t *SVM_GenerateIndex(const char *requesthost, const char *fname, const char **mimetype, const char *query) { vfsfile_t *f = NULL; if (!master_css) SVM_Init(); if (!strcmp(fname, "index.html")) f = SVM_Generate_Gamelist(mimetype, query); else if (!strncmp(fname, "server/", 7)) f = SVM_Generate_Serverinfo(mimetype, fname+7, query); else if (!strncmp(fname, "game/", 5)) f = SVM_Generate_Serverlist(mimetype, requesthost, fname+5, query); else if (!strncmp(fname, "raw/", 4)) f = SVM_Generate_Rawlist(mimetype, requesthost, fname+4, query); return f; } static svm_game_t *SVM_GameFromBrokerID(const char **brokerid) { size_t l; char name[128]; const char *in = *brokerid; if (*in == '/') in++; for (l = 0; *in && *in != '/' && *in != '?' && *in != '#'; in++) if (l < countof(name)-1) name[l++] = *in; name[l] = 0; if (*in == '/') in++; else return NULL; //only one? no game specified? get lost. *brokerid = in; return SVM_FindGame(name, true); } static svm_server_t *SVM_FindBrokerHost(const char *brokerid) { svm_server_t *server; unsigned int key = SVM_GenerateBrokerKey(brokerid); server = Hash_GetKey(&svm.serverhash, key); while (server) { if (server->brokerid) //don't report brokered servers by address. if (server->brokerid == brokerid) return server; server = Hash_GetNextKey(&svm.serverhash, key, server); } return NULL; } void SVM_RemoveBrokerGame(const char *brokerid) { svm_server_t *s, **link; svm_game_t *game = SVM_GameFromBrokerID(&brokerid); if (!game) { Con_Printf("SVM_RemoveBrokerGame: failed to find game for brokered server: %s\n", brokerid); return; } for (link = &game->firstserver; (s=*link); ) { if (s->brokerid == brokerid) { *link = s->next; Hash_RemoveDataKey(&svm.serverhash, SVM_GenerateBrokerKey(brokerid), s); Z_Free(s); game->numservers--; svm.numservers--; return; } else link = &s->next; } Con_Printf("SVM_RemoveBrokerGame: failed to remove brokered server: %s\n", brokerid); } void SVM_AddBrokerGame(const char *brokerid, const char *info) { svm_game_t *game = SVM_GameFromBrokerID(&brokerid); svm_server_t *server = SVM_FindBrokerHost(brokerid); if (!server) { if (!game) return; if (svm.numservers >= sv_maxservers.ival) { Con_DPrintf("server limit exceeded\n"); return; } Con_DPrintf("heartbeat(new - %s): /%s\n", game->name, brokerid); server = Z_Malloc(sizeof(svm_server_t)); server->game = game; server->brokerid = brokerid; server->next = game->firstserver; game->firstserver = server; game->numservers++; svm.numservers++; svm.total.adds++; Hash_AddKey(&svm.serverhash, SVM_GenerateBrokerKey(brokerid), server, &server->bucket); } else Con_DPrintf("heartbeat(update - %s): /%s\n", game->name, brokerid); server->protover = atoi(Info_ValueForKey(info, "protocol")); server->maxclients = atoi(Info_ValueForKey(info, "maxclients")); server->clients = atoi(Info_ValueForKey(info, "clients")); Q_strncpyz(server->hostname, Info_ValueForKey(info, "hostname"), sizeof(server->hostname)); Q_strncpyz(server->gamedir, Info_ValueForKey(info, "modname"), sizeof(server->gamedir)); Q_strncpyz(server->mapname, Info_ValueForKey(info, "mapname"), sizeof(server->mapname)); Q_strncpyz(server->version, Info_ValueForKey(info, "version"), sizeof(server->version)); if (!*server->version) Q_strncpyz(server->version, Info_ValueForKey(info, "*version"), sizeof(server->version)); if (!*server->version) Q_strncpyz(server->version, Info_ValueForKey(info, "ver"), sizeof(server->version)); } static svm_server_t *SVM_Heartbeat(const char *gamename, netadr_t *adr, int numclients, int numbots, int numspecs, double validuntil) { svm_server_t *server = SVM_GetServer(adr); svm_game_t *game; if (!gamename) { //no gamename is a placeholder server, to say that there's a server there but it isn't responding to our getinfos... (ie: to list misconfigured servers too) if (server) { //it still exists, renew it, but don't otherwise care too much. server->expiretime = max(validuntil, server->expiretime); return server; } game = SVM_FindGame("UNKNOWN", true); } else { game = SVM_FindGame(gamename, true); if (!game) return NULL; } if (server && server->game != game) { server->expiretime = realtime - 1; server = NULL; } if (!server) //not found { if (svm.numservers >= sv_maxservers.ival) { Con_DPrintf("server limit exceeded\n"); return NULL; } if (developer.ival) { char buf[256]; Con_Printf("heartbeat(new - %s): %s\n", game->name, NET_AdrToString(buf, sizeof(buf), adr)); } server = Z_Malloc(sizeof(svm_server_t)); server->game = game; server->next = game->firstserver; game->firstserver = server; game->numservers++; svm.numservers++; server->expiretime = validuntil; server->adr = *adr; svm.total.adds++; Hash_AddKey(&svm.serverhash, SVM_GenerateAddressKey(adr), server, &server->bucket); } else { if (developer.ival) { char buf[256]; Con_Printf("heartbeat(refresh): %s\n", NET_AdrToString(buf, sizeof(buf), &server->adr)); } server->expiretime = max(server->expiretime, validuntil); } server->clients = numclients; server->bots = numbots; server->spectators = numspecs; return server; } void SVM_GenChallenge(char *out, size_t outsize, netadr_t *foradr) { //this function needs to return some sort of unguessable string so that you can't spoof the server with fake responses char adr[64]; static char randumb[16]; char digest[256]; void *ctx = alloca(hash_sha1.contextsize); if (!*randumb) { int i; srand(time(NULL)); //lame for (i = 0; i < sizeof(randumb)-1; i++) while (!randumb[i]) randumb[i] = rand(); } NET_AdrToString(adr, sizeof(adr), foradr); hash_sha1.init(ctx); hash_sha1.process(ctx, randumb, sizeof(randumb)-1); hash_sha1.process(ctx, adr, strlen(adr)); hash_sha1.terminate(digest, ctx); Base64_EncodeBlock(digest, hash_sha1.digestsize, out, outsize); } //switch net_from's reported connection, so we reply from a different udp socket from the one a packet was received from. static qboolean SVM_SwitchQuerySocket(void) { size_t c; //switch the info query to our other udp socket, so any firewall/nat over the server blocks it. //this is to prevent people from thinking that the server is actually accessible. for (c = 0; c < countof(svm_sockets->conn); c++) { if (!svm_sockets->conn[c]) continue; //that one's dead, jim if (c+1 == net_from.connum) continue; //ignore this one, its the one we received the packet from //make sure its a datagram connection, and not some tcp weirdness. if (svm_sockets->conn[c]->prot == NP_DGRAM && (svm_sockets->conn[c]->addrtype[0] == net_from.type || svm_sockets->conn[c]->addrtype[1] == net_from.type)) { //okay, looks like we should be able to respond on this one. lets see if their firewall stops us from finding out more about them. net_from.connum = c+1; return true; } } return false; } static void SVM_DiscoveredServer(netadr_t *a, const char *query) { size_t idx, j; //add it, despite having no actual info. don't give it a valid protocol, so dead ones don't get reported with infinite feedback. svm_server_t *srv = SVM_Heartbeat(NULL, a, 0,0,0, svm.time + sv_slaverequery.value); if (strcmp(srv->game->name, "UNKNOWN") && srv->expiretime > svm.time + sv_slaverequery.value) return; //we already know something about it, don't spam pings... if (!*srv->hostname && !strcmp(srv->game->name, "UNKNOWN")) { for (idx = 0; idx < countof(sv_masterslave); idx++) { for (j = 0; j < sv_masterslave[idx].numaddr; j++) { if (NET_CompareAdr(&net_from, &sv_masterslave[idx].addr[j])) { Q_snprintfz(srv->hostname, sizeof(srv->hostname), "[via %s]", sv_masterslave[idx].var.string); idx = countof(sv_masterslave); break; } } } } if (pingring_count == pingring_max) { //just too many Z_ReallocElements((void**)&pingring, &pingring_max, pingring_max*2+1, sizeof(*pingring)); } else if (pingring_first + pingring_count == pingring_max) { //we're at the end. memmove(pingring, pingring+pingring_first, sizeof(*pingring)*pingring_count); pingring_first=0; } idx = pingring_first+pingring_count++; pingring[idx].a = *a; pingring[idx].query = strdup(query); } static void SVM_ProcessUDPPacket(void) { char *s, *line; //we shouldn't be taking anything else... if (net_from.prot != NP_DGRAM) { Con_DPrintf("master: ignoring non-datagram message\n"); return; } net_message.data[net_message.cursize] = '\0'; //null term all strings. //well that's annoying. why is our networking code not doing this? LAME! if (net_from.type == NA_IPV6 && !*(int*)&net_from.address.ip6[0] && !*(int*)&net_from.address.ip6[4] && !*(short*)&net_from.address.ip6[8] && *(short*)&net_from.address.ip6[10]==(short)0xffff) { //convert this ipv4-mapped-ipv6 address back to actual ipv4, so we don't get confused about stuff. net_from.type = NA_IP; *(int*)&net_from.address.ip[0] = *(int*)&net_from.address.ip6[12]; //and null it out, just in case. *(int*)&net_from.address.ip6[8]=0; *(int*)&net_from.address.ip6[12]=0; } if (NET_WasSpecialPacket(svm_sockets)) { svm.total.stun++; // Con_DPrintf("master: ignoring special packet\n"); return; } svm.time = Sys_DoubleTime(); MSG_BeginReading(msg_nullnetprim); if (MSG_ReadLong() != -1 || msg_badread) { //go back to start... MSG_BeginReading(msg_nullnetprim); } line = MSG_ReadStringLine(); s = COM_Parse(line); if (!strcmp(com_token, "getservers") || !strcmp(com_token, "getserversExt")) { //q3/dpmaster sizebuf_t sb; int ver; char *eos; char game[64]; qboolean ext = !strcmp(com_token, "getserversExt"); const char *resp=ext?"getserversExtResponse":"getserversResponse"; qboolean empty = false; qboolean full = false; qboolean ipv4 = !ext; qboolean ipv6 = false; int gametype = -1; s = COM_ParseOut(s, game, sizeof(game)); ver = strtol(game, &eos, 0); if (*eos) { //not a number, must have been a dpmaster game name. s = COM_Parse(s); ver = strtol(com_token, NULL, 0); } else //first arg was a number. that means its vanilla quake3. Q_strncpyz(game, QUAKE3PROTOCOLNAME, sizeof(game)); for(;s&&*s;) { s = COM_Parse(s); if (!strcmp(com_token, "empty")) empty = true; else if (!strcmp(com_token, "full")) full = true; else if (!strcmp(com_token, "ipv4")) ipv4 = true; else if (!strcmp(com_token, "ipv6")) ipv6 = true; else if (!strcmp(com_token, "ffa")) gametype = GT_FFA; else if (!strcmp(com_token, "tourney")) gametype = GT_TOURNEY; else if (!strcmp(com_token, "team")) gametype = GT_TEAM; else if (!strcmp(com_token, "ctf")) gametype = GT_CTF; else if (!strncmp(com_token, "gametype=", 9)) gametype = atoi(com_token+9); else { char buf[256]; Con_DPrintf("Unknown request filter: %s\n", COM_QuotedString(com_token, buf, sizeof(buf), false)); } } if (!ipv4 && !ipv6) ipv4 = ipv6 = true; //neither specified? use both svm.total.queries++; memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer)-2; sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); SZ_Write(&sb, resp, strlen(resp)); //WriteString, but without the null. SVM_AddIPAddresses(&sb, 0, ver, game, ipv4, ipv6, empty, full, true, gametype); sb.maxsize+=2; MSG_WriteByte(&sb, '\\'); //otherwise the last may be considered invalid and ignored. MSG_WriteByte(&sb, 'E'); MSG_WriteByte(&sb, 'O'); MSG_WriteByte(&sb, 'T'); NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); } else if (!strcmp(com_token, "heartbeat")) { //quake2 heartbeat. Serverinfo and players should follow. if (*s == '\n' && s[1] == '\\') { //there's some serverinfo there, must be q2... svm.total.heartbeats++; SVM_Heartbeat(QUAKE2PROTOCOLNAME, &net_from, 0,0,0, svm.time + sv_heartbeattimeout.ival); } else { //dp/q3/etc are annoying, but we can query from an emphemerial socket to check NAT rules. sizebuf_t sb; netadr_t a; char ourchallenge[256]; SVM_GenChallenge(ourchallenge, sizeof(ourchallenge), &net_from); svm.total.queries++; //placeholder listing... if (SVM_Heartbeat(NULL, &net_from, 0,0,0, svm.time + sv_heartbeattimeout.ival)) a = net_from; else a.type = NA_INVALID; if (!SVM_SwitchQuerySocket()) //changes net_from to use a different master-side port so their firewall sees us as someone else a.type = NA_INVALID; //send a packet from our alternative port memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteString(&sb, va("getinfo %s\n", ourchallenge)); sb.cursize--; NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); if (a.type != NA_INVALID) { //they were unknown... send a formal response so we can get their hostname while leaving them as 'unknown' memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteString(&sb, va("getinfo ?%s\n", ourchallenge)); sb.cursize--; NET_SendPacket(svm_sockets, sb.cursize, sb.data, &a); } } } else if (!strcmp(com_token, "infoResponse")) { char ourchallenge[256]; int clients, bots, specs; const char *game, *chal; svm_server_t *srv; qboolean unknownresp = false; s = MSG_ReadStringLine(); svm.total.heartbeats++; chal = Info_ValueForKey(s, "challenge"); unknownresp = *chal=='?'; chal += unknownresp?1:0; SVM_GenChallenge(ourchallenge, sizeof(ourchallenge), &net_from); if (!strcmp(chal, ourchallenge)) { bots = atoi(Info_ValueForKey(s, "bots")); clients = atoi(Info_ValueForKey(s, "clients")); clients = max(0, clients-bots); specs = atoi(Info_ValueForKey(s, "specs")); game = Info_ValueForKey(s, "gamename"); if (!*game) game = QUAKE3PROTOCOLNAME; if (unknownresp) game = NULL; //ignore the gamename and classify it as unknown. this won't break anything if we've already has a proper heartbeat from them. srv = SVM_Heartbeat(game, &net_from, clients,bots,specs, svm.time + sv_heartbeattimeout.ival); if (srv) { if (developer.ival) Info_Print(s, "\t"); if (game) srv->protover = atoi(Info_ValueForKey(s, "protocol")); srv->maxclients = atoi(Info_ValueForKey(s, "sv_maxclients")); srv->needpass = atoi(Info_ValueForKey(s, "needpass")); srv->coop = atoi(Info_ValueForKey(s, "coop")); if (!srv->coop) { //deathmatch 0 also means coop 1... servers that report neither are probably annoying DP servers that report nothing useful and should default to DM. const char *v = Info_ValueForKey(s, "deathmatch"); srv->coop = *v && !atoi(v); } Q_strncpyz(srv->hostname, Info_ValueForKey(s, "hostname"), sizeof(srv->hostname)); Q_strncpyz(srv->gamedir, Info_ValueForKey(s, "modname"), sizeof(srv->gamedir)); Q_strncpyz(srv->mapname, Info_ValueForKey(s, "mapname"), sizeof(srv->mapname)); Q_strncpyz(srv->version, Info_ValueForKey(s, "version"), sizeof(srv->version)); if (!*srv->version) Q_strncpyz(srv->version, Info_ValueForKey(s, "*version"), sizeof(srv->version)); if (!*srv->version) Q_strncpyz(srv->version, Info_ValueForKey(s, "ver"), sizeof(srv->version)); } } } else if (!strcmp(com_token, "query")) { //quake2 server listing request sizebuf_t sb; svm.total.queries++; memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteString(&sb, "servers\n"); sb.cursize--; SVM_AddIPAddresses(&sb, 0, 0, QUAKE2PROTOCOLNAME, true, false, true, true, false, -1); NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); } else if (*com_token == S2M_HEARTBEAT) //sequence, players { //quakeworld heartbeat int players; sizebuf_t sb; s = MSG_ReadStringLine(); //sequence = atoi(s); s = MSG_ReadStringLine(); players = atoi(s); svm.total.heartbeats++; //placeholder listing... SVM_Heartbeat(NULL, &net_from, players,0,0, svm.time + sv_heartbeattimeout.ival); SVM_SwitchQuerySocket(); //send it a proper query. We'll fill in the other details on response. memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteString(&sb, va("status %i\n", 15)); sb.cursize--; NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); } else if (*com_token == M2C_MASTER_REPLY && !com_token[1]) { //response from a QW master request (lots of IPs from a 'slave' master that we're stealing) netadr_t a = {NA_IP}; svm.total.heartbeats++; for (;;) { a.address.ip[0] = MSG_ReadByte(); a.address.ip[1] = MSG_ReadByte(); a.address.ip[2] = MSG_ReadByte(); a.address.ip[3] = MSG_ReadByte(); a.port = MSG_ReadShort(); if (msg_badread) break; SVM_DiscoveredServer(&a, "\xff\xff\xff\xff""status 15\n"); } } else if (!strncmp(com_token, "getserversExtResponse", 21) && com_token[21] == '\\') { //response from a FTE-master request (lots of IPs from a 'slave' master that we're stealing) netadr_t a = {NA_INVALID}; msg_readcount = 4+21; //grr msg_badread = false; svm.total.heartbeats++; for (;;) { qbyte lead = MSG_ReadByte(); if (lead == '\\') { a.type = NA_IP; MSG_ReadData(a.address.ip, sizeof(a.address.ip)); } else if (lead == '/') { a.type = NA_IPV6; MSG_ReadData(a.address.ip6, sizeof(a.address.ip6)); } else break; //no idea a.port = MSG_ReadShort(); if (msg_badread) break; //read too much junk { char ourchallenge[256]; SVM_GenChallenge(ourchallenge, sizeof(ourchallenge), &a); SVM_DiscoveredServer(&a, va("\xff\xff\xff\xffgetinfo %s\n", ourchallenge)); } } } else if (*com_token == A2C_PRINT) { //quakeworld response from 'status' requests, providing for actual info (and so that we know its reachable from other addresses) //there's no challenge, these could easily be spoofed. :( int clients = 0, bots = 0, specs = 0; const char *game; svm_server_t *srv; const char *t, *playerinfo = MSG_ReadString(); s = ++line; t = Info_ValueForKey(s, "clients"); if (*t) { bots = atoi(Info_ValueForKey(s, "bots"))-bots; clients = atoi(Info_ValueForKey(s, "clients")); specs = atoi(Info_ValueForKey(s, "specs")); } else { while (*playerinfo) { //USERID FRAGS TIME PING NAME SKIN TOP BOTTOM [TEAM] const char *s = playerinfo; qboolean isspec; qboolean isbot; int ping; s = COM_Parse(s);//userid s = COM_Parse(s);//frags isspec = !strcmp(com_token, "S"); s = COM_Parse(s);//time s = COM_Parse(s);//ping ping = atoi(com_token); s = COM_Parse(s);//name isbot = (ping == 807 /*random hack*/) || !strncmp(com_token, "BOT:", 4); //s = COM_Parse(s);//skin //s = COM_Parse(s);//top //s = COM_Parse(s);//bottom //s = COM_Parse(s);//team if (isbot) bots++; else if (isspec) specs++; else clients++; while(*playerinfo) { if (*playerinfo++ == '\n') break; } } } game = Info_ValueForKey(s, "gamename"); if (!*game) { game = Info_ValueForKey(s, "*version"); if (!strncmp(game, "QTV", 3)) game = "QTV"; else if (!strncmp(game, "qwfwd", 5)) game = "qwfwd"; else game = QUAKEWORLDPROTOCOLNAME; } srv = SVM_Heartbeat(game, &net_from, clients,bots,specs, svm.time + sv_heartbeattimeout.ival); if (srv) { if (developer.ival) Info_Print(s, "\t"); srv->protover = 3;//atoi(Info_ValueForKey(s, "protocol")); srv->maxclients = atoi(Info_ValueForKey(s, "maxclients")); srv->needpass = atoi(Info_ValueForKey(s, "needpass")); srv->coop = atoi(Info_ValueForKey(s, "coop")); if (!srv->coop) { //deathmatch 0 also means coop 1... servers that report neither are probably annoying proxies servers that report nothing useful and should default to DM. const char *v = Info_ValueForKey(s, "deathmatch"); srv->coop = *v && !atoi(v); } Q_strncpyz(srv->hostname, Info_ValueForKey(s, "hostname"), sizeof(srv->hostname)); Q_strncpyz(srv->gamedir, Info_ValueForKey(s, "*gamedir"), sizeof(srv->gamedir)); Q_strncpyz(srv->mapname, Info_ValueForKey(s, "map"), sizeof(srv->mapname)); Q_strncpyz(srv->version, Info_ValueForKey(s, "version"), sizeof(srv->version)); if (!*srv->version) Q_strncpyz(srv->version, Info_ValueForKey(s, "*version"), sizeof(srv->version)); if (!*srv->version) Q_strncpyz(srv->version, Info_ValueForKey(s, "ver"), sizeof(srv->version)); } } else if (*com_token == C2M_MASTER_REQUEST) { //quakeworld server listing request sizebuf_t sb; svm.total.queries++; memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteByte(&sb, M2C_MASTER_REPLY); MSG_WriteByte(&sb, '\n'); SVM_AddIPAddresses(&sb, 0, 0, QUAKEWORLDPROTOCOLNAME, true, false, true, true, false, -1); NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); } else if (*com_token == A2A_PING) { //quakeworld server ping request... because we can. sizebuf_t sb; svm.total.queries++; memset(&sb, 0, sizeof(sb)); sb.maxsize = sizeof(net_message_buffer); sb.data = net_message_buffer; MSG_WriteLong(&sb, -1); MSG_WriteByte(&sb, A2A_ACK); MSG_WriteByte(&sb, '\n'); NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from); } else if (*com_token == S2M_SHUTDOWN) { //quakeworld server shutting down... //this isn't actually useful. we can't use it because we can't protect against spoofed denial-of-service attacks. //we could only use this by sending it a few pings to see if it is actually still responding. which is unreliable (especially if we're getting spammed by packet floods). } else svm.total.junk++; } float SVM_RequerySlaves(void) { static int slaveseq = 0; static double nextslavetime; if (slaveseq == countof(sv_masterslave) || !nextslavetime) { if (nextslavetime < realtime && !pingring_count) { nextslavetime = realtime + sv_slaverequery.value; slaveseq = 0; pingring_first = 0; //no active entries. } } while (slaveseq < countof(sv_masterslave)) { struct sv_masterslave_s *s = &sv_masterslave[slaveseq]; slaveseq++; if (*s->var.string) { size_t h; int defaultport[] = {PORT_QWMASTER, PORT_Q2MASTER, PORT_Q3MASTER, PORT_DPMASTER}; const char *querystring[] = { /*C2M_MASTER_REQUEST*/"c\n", //quakeworld NULL, //quake2 "\xff\xff\xff\xffgetservers 68 empty full\n", //quake3 "\xff\xff\xff\xffgetserversExt %s %g empty full ipv4 ipv6\n" //fte/dp master }; const char *q; s->numaddr = NET_StringToAdr2(s->var.string, defaultport[s->type], s->addr, countof(s->addr), NULL); if (s->numaddr) { //send it to each... if (strstr(querystring[s->type], "%s")) { const char *prots = com_protocolname.string; while ((prots=COM_Parse(prots))) { q = va(querystring[s->type], com_token, com_protocolversion.value); for (h = 0; h < s->numaddr; h++) NET_SendPacket(svm_sockets, strlen(q), q, &s->addr[h]); } } else { q = querystring[s->type]; for (h = 0; h < s->numaddr; h++) NET_SendPacket(svm_sockets, strlen(q), q, &s->addr[h]); } } else Con_Printf("%s: unable to resolve %s\n", s->var.name, s->var.string); return 1; //something happened. might just be a name lookup lockup. :( } } if (pingring_count) { netadr_t *a = &pingring[pingring_first].a; char *q = pingring[pingring_first].query; pingring[pingring_first].query = NULL; pingring_first++; pingring_count--; NET_SendPacket(svm_sockets, strlen(q), q, a); free(q); return sv_slaverequery.value / pingring_max; } return 4; //nothing happening. } float SVM_Think(int port) { NET_ReadPackets (svm_sockets); SVM_RemoveOldServers(); return SVM_RequerySlaves(); } #else float SVM_Think(int port){return 4;} #endif #ifdef MASTERONLY static void SV_Quit_f (void) { Con_TPrintf ("Shutting down.\n"); Sys_Quit (); } static void SVM_Status_f(void) { svm_game_t *g; svm_server_t *s; unsigned clients; struct rates_s *s1, *s2; float period; size_t r; NET_PrintAddresses(svm_sockets); NET_PrintConnectionsStatus(svm_sockets); Con_Printf("Game count: %u\n", (unsigned)svm.numgames); for (g = svm.firstgame; g; g = g->next) { clients = 0; for (s = g->firstserver; s; s = s->next) clients += s->clients; Con_Printf("Game %s: %u servers, %u clients\n", g->name, (unsigned)g->numservers, clients); } s1 = &svm.total; r = (svm.stampring >= countof(svm.stamps)-1)?svm.stampring-countof(svm.stamps)-1:0; s2 = &svm.stamps[r%countof(svm.stamps)]; period = s1->timestamp-s2->timestamp; period/=60; if (!period) period=1; Con_Printf("Heartbeats/min: %f\n", (s1->heartbeats-s2->heartbeats)/period); Con_Printf("Queries/min: %f\n", (s1->queries-s2->queries)/period); if (s1->stun!=s2->stun) Con_Printf("Stun/min: %f\n", (s1->stun-s2->stun)/period); if (s1->junk!=s2->junk) Con_Printf("Junk/min: %f\n", (s1->junk-s2->junk)/period); } static void SVM_RegisterAlias(svm_game_t *game, char *aliasname) { const char *a; size_t l; svm_game_t *aliasgame; if (!game) return; //make sure we never have dupes. they confuse EVERYTHING. aliasgame = SVM_FindGame(aliasname, false); if (aliasgame == game) return; //already in there somehow. if (aliasgame) { Con_Printf("game alias of %s is already registered\n", aliasname); return; } game->persistent = true; //don't forget us! if (!*aliasname) return; a = game->aliases; if (a) for (; *a; a+=strlen(a)+1); l = a-game->aliases; game->aliases = BZ_Realloc(game->aliases, l+strlen(aliasname)+2); memcpy(game->aliases+l, aliasname, strlen(aliasname)+1); l += strlen(aliasname)+1; game->aliases[l] = 0; } static qboolean SVM_FoundManifest(void *usr, ftemanifest_t *man) { svm_game_t *game; const char *g; if (man->protocolname) { //FIXME: we ought to do this for each manifest we could find. g = man->protocolname; #if 1 game = SVM_FindGame(man->formalname, 2); #else g = COM_Parse(g); game = SVM_FindGame(com_token, 2); #endif while (*g) { g = COM_Parse(g); SVM_RegisterAlias(game, com_token); } } return false; } static void SVM_GameAlias_f(void) { svm_game_t *game = SVM_FindGame(Cmd_Argv(1), 2); if (!game) { Con_Printf("Unable to register game %s\n", Cmd_Argv(1)); return; } SVM_RegisterAlias(game, Cmd_Argv(2)); } void SV_Init (struct quakeparms_s *parms) { int manarg; size_t u; COM_InitArgv (parms->argc, parms->argv); host_parms = *parms; Cvar_Init(); Memory_Init(); Sys_Init(); COM_ParsePlusSets(false); Cbuf_Init (); Cmd_Init (); NET_Init (); COM_Init (); #ifdef WEBSERVER IWebInit(); #endif Cmd_AddCommand ("quit", SV_Quit_f); Cmd_AddCommand ("status", SVM_Status_f); Cmd_AddCommand ("gamealias", SVM_GameAlias_f); svm_sockets = FTENET_CreateCollection(true, SVM_ProcessUDPPacket); Hash_InitTable(&svm.serverhash, 1024, Z_Malloc(Hash_BytesForBuckets(1024))); Cvar_Register(&sv_masterport, "server control variables"); Cvar_Register(&sv_masterport_tcp, "server control variables"); Cvar_Register(&sv_heartbeattimeout, "server control variables"); Cvar_Register(&sv_maxgames, "server control variables"); Cvar_Register(&sv_maxservers, "server control variables"); Cvar_Register(&sv_hideinactivegames, "server control variables"); Cvar_Register(&sv_sortlist, "server control variables"); Cvar_Register(&sv_hostname, "server control variables"); Cvar_Register(&sv_slaverequery, "server control variables"); for (u = 0; u < countof(sv_masterslave); u++) Cvar_Register(&sv_masterslave[u].var, "server control variables"); Cvar_ParseWatches(); host_initialized = true; manarg = COM_CheckParm("-manifest"); if (manarg && manarg < com_argc-1 && com_argv[manarg+1]) FS_ChangeGame(FS_Manifest_ReadSystem(com_argv[manarg+1], NULL), true, true); else FS_ChangeGame(NULL, true, true); Cmd_StuffCmds(); Cbuf_Execute (); Cvar_ForceCallback(&sv_masterport); Cvar_ForceCallback(&sv_masterport_tcp); SVM_FoundManifest(NULL, fs_manifest); FS_EnumerateKnownGames(SVM_FoundManifest, NULL); Con_Printf ("Exe: %s\n", version_string()); Con_TPrintf ("======== %s Initialized ========\n", "FTEMaster"); } float SV_Frame (void) { float sleeptime; realtime = Sys_DoubleTime(); while (1) { const char *cmd = Sys_ConsoleInput (); if (!cmd) break; Log_String(LOG_CONSOLE, cmd); Cbuf_AddText (cmd, RESTRICT_LOCAL); Cbuf_AddText ("\n", RESTRICT_LOCAL); } Cbuf_Execute (); sleeptime = SVM_Think(sv_masterport.ival); //record lots of info over multiple frames, for smoother stats info. svm.total.timestamp = realtime; if (svm.nextstamp < realtime) { svm.stamps[svm.stampring%countof(svm.stamps)] = svm.total; svm.stampring++; svm.nextstamp = realtime+60; } return sleeptime; } #endif