fteqw/engine/server/sv_master.c
Spoike 73af4c8bf1 fix some compile bugs...
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5657 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-03-26 13:12:03 +00:00

1340 lines
38 KiB
C

#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<sequence>\n%i<numplayers>\n"
//queryresponse: "d\naaaappaaaapp"
#define QUAKEWORLDPROTOCOLNAME "FTE-Quake"
//quake2 protocol
// heartbeat: "heartbeat\n%s<serverinfo>\n%i<frags> %i<ping> \"%s\"<name>\n<repeat>"
// query: "query\0"
//queryresponse: "servers\naaaappaaaapp"
#define QUAKE2PROTOCOLNAME "Quake2"
//quake3/dpmaster protocol
// heartbeat: "heartbeat DarkPlaces\n"
// query: "getservers[Ext<ipv6>] [%s<game>] %u<version> [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 clients;
unsigned int maxclients;
int needpass;
char hostname[48]; //just for our own listings.
char mapname[16]; //just for our own listings.
char gamedir[16]; //again...
unsigned short gametype;
float 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 {
float time;
svm_game_t *firstgame;
size_t numgames;
hashtable_t serverhash;
size_t numservers;
struct rates_s
{
double timestamp;
size_t heartbeats;
size_t queries;
size_t junk;
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 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 (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[i] != s2->adr.address.ip6[i])
return (s2->adr.address.ip6[i]>s1->adr.address.ip6[i])?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->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, "</span>", outsize);
b=strlen(outhtml);
outhtml += b;
outsize -= b;
}
if (codeflags != CON_WHITEMASK)
{
Q_snprintfz(outhtml, outsize, "<span style=\"color:%s\">", htmlnames[(codeflags&CON_FGMASK)>>CON_FGSHIFT]);
b=strlen(outhtml);
outhtml += b;
outsize -= b;
}
oldflags = codeflags;
}
if (codepoint == '<')
{
Q_strncpyz(outhtml, "&lt;", outsize);
b=strlen(outhtml);
}
else if (codepoint == '>')
{
Q_strncpyz(outhtml, "&gt;", outsize);
b=strlen(outhtml);
}
else if (codepoint == '&')
{
Q_strncpyz(outhtml, "&amp;", outsize);
b=strlen(outhtml);
}
else if (codepoint == '\"')
{
Q_strncpyz(outhtml, "&quot;", outsize);
b=strlen(outhtml);
}
else if (codepoint == '\'')
{
Q_strncpyz(outhtml, "&apos;", outsize);
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(
"<style type=\"text/css\">"
"body {"
"background-color: #303030;"
"color: #998080;"
"font-family: verdanah, trebuchet ms, arial, sans-serif;"
"}"
"a { text-decoration: none; }"
"a:link { color: #308090; }"
"a:visited { color: #308090; }"
"a:hover { color: #308090; text-decoration: underline; }"
".header { text-align: center; }"
".footer { text-align: center; }"
".main { width: 1024px; margin: 0 auto; }"
"H1 {"
"text-align: center;"
"background-color: #202020;"
"color: #808080;"
"}"
"table { width: 100%; border-collapse: collapse; }"
"th { text-align: left; }"
"tr:hover { background-color: #202020; }"
"</style>"
);
}
vfsfile_t *SVM_GenerateIndex(const char *requesthost, const char *fname)
{
char tmpbuf[256];
char hostname[1024];
const char *url;
svm_game_t *game;
svm_server_t *server;
vfsfile_t *f = NULL;
unsigned clients = 0, maxclients=0, totalclients=0;
if (!master_css)
SVM_Init();
if (!strcmp(fname, "index.html"))
{
f = VFSPIPE_Open(1, false);
VFS_PRINTF(f, "%s", master_css);
VFS_PRINTF(f, "<h1>%s</h1>\n", sv_hostname.string);
VFS_PRINTF(f, "<table border=1>\n");
VFS_PRINTF(f, "<tr><th>Active Games</th><th>Players</th><th>Server Count</th></tr>\n");
for (game = svm.firstgame; game; game = game->next)
{
for (clients=0, server = game->firstserver; server; server = server->next)
clients += server->clients;
if (game->numservers || !sv_hideinactivegames.ival) //only show active servers
{
QuakeCharsToHTML(tmpbuf, sizeof(tmpbuf), game->name, true);
VFS_PRINTF(f, "<tr><td><a href=\"game/%s\">%s</a></td><td>%u player(s)</td><td>%u server(s)</td></tr>\n", game->name, tmpbuf, clients, (unsigned)game->numservers);
}
totalclients += clients;
}
VFS_PRINTF(f, "</table>\n");
VFS_PRINTF(f, "%u game(s), %u player(s), %u server(s)\n", (unsigned)svm.numgames, totalclients, (unsigned)svm.numservers);
}
else if (!strncmp(fname, "server/", 7))
{
netadr_t adr[64];
int count;
f = VFSPIPE_Open(1, false);
VFS_PRINTF(f, "%s", master_css);
VFS_PRINTF(f, "<h1>Single Server Info</h1>\n");
VFS_PRINTF(f, "<table border=1>\n");
VFS_PRINTF(f, "<tr><th>Game</th><th>Address</th><th>Hostname</th><th>Mod dir</th><th>Mapname</th><th>Players</th></tr>\n");
//FIXME: block dns lookups here?
count = NET_StringToAdr2(fname+7, 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, "<tr><td>%s</td><td>%s</td><td>%s%s</td><td>%s</td><td>%s</td><td>%u/%u</td></tr>\n", server->game?server->game->name:"Unknown", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr), (server->needpass&1)?"&#x1F512;":"", hostname, server->gamedir, server->mapname, server->clients, server->maxclients);
}
else
VFS_PRINTF(f, "<tr><td>?</td><td>%s</td><td>?</td><td>?</td><td>?</td><td>?/?</td></tr>\n", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &adr[count]));
}
VFS_PRINTF(f, "</table>\n");
}
else if (!strncmp(fname, "game/", 5))
{
const char *gamename = fname+5;
game = SVM_FindGame(gamename, false);
f = VFSPIPE_Open(1, false);
VFS_PRINTF(f, "%s", master_css);
if (!strcmp(gamename, "UNKNOWN"))
{
VFS_PRINTF(f, "<h1>Unresponsive Servers</h1>\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:<ul>"
"<li>Server is firewalled and all inbound packets are dropped. Try reconfiguring your firewall to allow packets to that process or port.</li>"
"<li>An intermediate router implements an Address/Port-Dependant-Filtering NAT. Try setting up port forwarding.</li>"
"<li>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.</li>"
"<li>Plain and simple packet loss, servers in this state for less than 5 mins may still be fine.</li>"
"<li>Server crashed or was reconfigured before it could respond.</li>"
"<li>MTU limits with failed defragmentation.</li>"
"<li>Routing table misconfiguration.</li>"
"<li>Other.</li>"
"</ul>\n");
}
else
VFS_PRINTF(f, "<h1>Servers for %s</h1>\n", QuakeCharsToHTML(tmpbuf, sizeof(tmpbuf), gamename, true));
if(game)
{
SVM_SortServers(game);
VFS_PRINTF(f, "<table border=1>\n");
VFS_PRINTF(f, "<tr><th>Address</th><th>Hostname</th><th>Gamedir</th><th>Mapname</th><th>Players</th></tr>\n");
for (server = game->firstserver; server; server = server->next)
{
if (server->brokerid)
{
url = tmpbuf;
Q_snprintfz(tmpbuf, sizeof(tmpbuf), "rtc://%s/%s", requesthost, server->brokerid);
}
else
url = NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr);
QuakeCharsToHTML(hostname, sizeof(hostname), server->hostname, false);
VFS_PRINTF(f, "<tr><td>%s</td><td>%s%s</td><td>%s</td><td>%s</td><td>%u/%u</td></tr>\n", url, (server->needpass&1)?"&#x1F512;":"", hostname, server->gamedir, server->mapname, server->clients, server->maxclients);
clients += server->clients;
maxclients += server->maxclients;
}
VFS_PRINTF(f, "</table>\n");
VFS_PRINTF(f, "%u server(s), %u/%u client(s)\n", (unsigned)game->numservers, clients, maxclients);
}
else
VFS_PRINTF(f, "Protocol '%s' is not known\n", gamename);
}
else if (!strncmp(fname, "raw/", 4))
{ //just spews all
COM_StripExtension(fname+4, 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 \\maxclients\\%u\\clients\\%u\\hostname\\%s\\modname\\%s\\mapname\\%s\\needpass\\%i\n", server->brokerid, server->maxclients, server->clients, server->hostname, server->gamedir, server->mapname, server->needpass);
else
VFS_PRINTF(f, "%s\n", NET_AdrToString(tmpbuf, sizeof(tmpbuf), &server->adr));
}
}
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));
}
static svm_server_t *SVM_Heartbeat(const char *gamename, netadr_t *adr, int numclients, float 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 = validuntil;
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->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->clients = numclients;
server->expiretime = validuntil;
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_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))
{
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, 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, svm.time + sv_heartbeattimeout.ival))
a = net_from;
else
a.type = NA_INVALID;
if (!SVM_SwitchQuerySocket())
a.type = NA_INVALID;
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 special getinfo, 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;
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))
{
clients = atoi(Info_ValueForKey(s, "clients"));
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, svm.time + sv_heartbeattimeout.ival);
if (srv)
{
if (developer.ival)
Info_Print(s, "\t");
srv->clients = clients;
if (game)
srv->protover = atoi(Info_ValueForKey(s, "protocol"));
srv->maxclients = atoi(Info_ValueForKey(s, "sv_maxclients"));
srv->needpass = atoi(Info_ValueForKey(s, "needpass"));
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));
}
}
}
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, 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", 1));
sb.cursize--;
NET_SendPacket(svm_sockets, sb.cursize, sb.data, &net_from);
}
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;
const char *game;
svm_server_t *srv;
s = ++line;
clients = atoi(Info_ValueForKey(s, "clients"));
game = Info_ValueForKey(s, "gamename");
if (!*game)
game = QUAKEWORLDPROTOCOLNAME;
srv = SVM_Heartbeat(game, &net_from, clients, 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"));
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));
}
}
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++;
}
void SVM_Think(int port)
{
NET_ReadPackets (svm_sockets);
SVM_RemoveOldServers();
}
#else
void SVM_Think(int port){}
#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);
}
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;
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_ParseWatches();
host_initialized = true;
manarg = COM_CheckParm("-manifest");
if (manarg && manarg < com_argc-1 && com_argv[manarg+1])
{
char *man = FS_MallocFile(com_argv[manarg+1], FS_SYSTEM, NULL);
FS_ChangeGame(FS_Manifest_Parse(NULL, man), true, true);
BZ_Free(man);
}
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)
{
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 ();
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 4;
}
#endif