2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
635 lines
17 KiB
C
635 lines
17 KiB
C
#include "quakedef.h"
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#include <ctype.h>
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#ifdef _WIN32
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#include "winquake.h"
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#endif
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typedef struct f_modified_s {
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char name[MAX_QPATH];
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qboolean ismodified;
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struct f_modified_s *next;
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} f_modified_t;
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static f_modified_t *f_modified_list;
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qboolean care_f_modified;
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qboolean f_modified_particles;
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cvar_t allow_f_version = SCVAR("allow_f_version", "1");
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cvar_t allow_f_server = SCVAR("allow_f_server", "1");
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cvar_t allow_f_modified = SCVAR("allow_f_modified", "1");
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cvar_t allow_f_skins = SCVAR("allow_f_skins", "1");
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cvar_t allow_f_ruleset = SCVAR("allow_f_ruleset", "1");
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cvar_t allow_f_scripts = SCVAR("allow_f_scripts", "1");
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cvar_t allow_f_fakeshaft = SCVAR("allow_f_fakeshaft", "1");
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cvar_t allow_f_system = SCVAR("allow_f_system", "0");
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cvar_t allow_f_cmdline = SCVAR("allow_f_cmdline", "0");
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cvar_t auth_validateclients = SCVAR("auth_validateclients", "1");
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cvar_t ruleset = SCVAR("ruleset", "none");
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#define SECURITY_INIT_BAD_CHECKSUM 1
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#define SECURITY_INIT_BAD_VERSION 2
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#define SECURITY_INIT_ERROR 3
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#define SECURITY_INIT_NOPROC 4
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typedef struct signed_buffer_s {
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qbyte *buf;
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unsigned long size;
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} signed_buffer_t;
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typedef signed_buffer_t *(*Security_Verify_Response_t) (int playernum, unsigned char *, char *userinfo, char *serverinfo);
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typedef int (*Security_Init_t) (char *);
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typedef signed_buffer_t *(*Security_Generate_Crc_t) (int playernum, char *userinfo, char *serverinfo);
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typedef signed_buffer_t *(*Security_IsModelModified_t) (char *, int, qbyte *, int);
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typedef void (*Security_Supported_Binaries_t) (void *);
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typedef void (*Security_Shutdown_t) (void);
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static Security_Verify_Response_t Security_Verify_Response;
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static Security_Init_t Security_Init;
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static Security_Generate_Crc_t Security_Generate_Crc;
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static Security_IsModelModified_t Security_IsModelModified;
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static Security_Supported_Binaries_t Security_Supported_Binaries;
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static Security_Shutdown_t Security_Shutdown;
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#if 0//def _WIN32
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static void *secmodule;
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#endif
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static void Validation_Version(void)
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{
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char sr[256];
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char *s = sr;
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char authbuf[256];
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char *auth = authbuf;
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extern cvar_t r_shadow_realtime_world, r_drawflat;
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s = sr;
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//print certain allowed 'cheat' options.
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//realtime lighting (shadows can show around corners)
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//drawflat is just lame
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//24bits can be considered eeeevil, by some.
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#ifdef RTLIGHTS
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if (r_shadow_realtime_world.ival)
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*s++ = 'W';
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else if (r_shadow_realtime_dlight.ival)
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*s++ = 'S';
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#endif
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if (r_drawflat.ival)
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*s++ = 'F';
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if (gl_load24bit.ival)
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*s++ = 'H';
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*s = '\0';
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if (!allow_f_version.ival)
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return; //suppress it
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if (Security_Generate_Crc)
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{
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signed_buffer_t *resp;
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resp = Security_Generate_Crc(cl.playerview[0].playernum, cl.players[cl.playerview[0].playernum].userinfo, cl.serverinfo);
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if (!resp || !resp->buf)
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auth = "";
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else
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Q_snprintfz(auth, sizeof(authbuf), " crc: %s", resp->buf);
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}
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else
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auth = "";
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if (*sr)
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Cbuf_AddText (va("say %s "PLATFORM"/%s/%s%s\n", version_string(), q_renderername, sr, auth), RESTRICT_RCON);
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else
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Cbuf_AddText (va("say %s "PLATFORM"/%s%s\n", version_string(), q_renderername, auth), RESTRICT_RCON);
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}
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void Validation_CheckIfResponse(char *text)
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{
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//client name, version type(os-renderer where it matters, os/renderer where renderer doesn't), 12 char hex crc
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int f_query_client;
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int i;
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char *crc;
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char *versionstring;
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if (!Security_Verify_Response)
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return; //valid or not, we can't check it.
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if (!auth_validateclients.ival)
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return;
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//do the parsing.
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{
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char *comp;
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int namelen;
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for (crc = text + strlen(text) - 1; crc > text; crc--)
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if ((unsigned)*crc > ' ')
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break;
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//find the crc.
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for (i = 0; i < 29; i++)
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{
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if (crc <= text)
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return; //not enough chars.
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if ((unsigned)crc[-1] <= ' ')
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break;
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crc--;
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}
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//we now want 3 string seperated tokens, so the first starts at the fourth found ' ' + 1
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i = 7;
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for (comp = crc-1; ; comp--)
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{
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if (comp < text)
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return;
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if (*comp == ' ')
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{
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i--;
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if (!i)
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break;
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}
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}
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versionstring = comp+1;
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if (comp <= text)
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return; //not enough space for the 'name:'
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if (*(comp-1) != ':')
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return; //whoops. not a say.
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namelen = comp - text-1;
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for (f_query_client = 0; f_query_client < cl.allocated_client_slots; f_query_client++)
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{
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if (strlen(cl.players[f_query_client].name) == namelen)
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if (!strncmp(cl.players[f_query_client].name, text, namelen))
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break;
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}
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if (f_query_client == cl.allocated_client_slots)
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return; //looks like a validation, but it's not from a known client.
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}
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{
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char *match = DISTRIBUTION"Quake v";
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if (strncmp(versionstring, match, strlen(match)))
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return; //this is not us
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}
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//now do the validation
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{
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signed_buffer_t *resp;
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resp = Security_Verify_Response(f_query_client, crc, cl.players[f_query_client].userinfo, cl.serverinfo);
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if (resp && resp->size && *resp->buf)
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Con_Printf(CON_NOTICE "Authentication Successful.\n");
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else// if (!resp)
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Con_Printf(CON_ERROR "AUTHENTICATION FAILED.\n");
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}
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}
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void InitValidation(void)
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{
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Cvar_Register(&allow_f_version, "Authentication");
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Cvar_Register(&allow_f_server, "Authentication");
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Cvar_Register(&allow_f_modified, "Authentication");
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Cvar_Register(&allow_f_skins, "Authentication");
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Cvar_Register(&allow_f_ruleset, "Authentication");
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Cvar_Register(&allow_f_fakeshaft, "Authentication");
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Cvar_Register(&allow_f_scripts, "Authentication");
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Cvar_Register(&allow_f_system, "Authentication");
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Cvar_Register(&allow_f_cmdline, "Authentication");
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Cvar_Register(&ruleset, "Authentication");
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#if 0//def _WIN32
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secmodule = LoadLibrary("fteqw-security.dll");
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if (secmodule)
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{
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Security_Verify_Response = (void*)GetProcAddress(secmodule, "Security_Verify_Response");
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Security_Init = (void*)GetProcAddress(secmodule, "Security_Init");
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Security_Generate_Crc = (void*)GetProcAddress(secmodule, "Security_Generate_Crc");
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Security_IsModelModified = (void*)GetProcAddress(secmodule, "Security_IsModelModified");
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Security_Supported_Binaries = (void*)GetProcAddress(secmodule, "Security_Supported_Binaries");
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Security_Shutdown = (void*)GetProcAddress(secmodule, "Security_Shutdown");
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}
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#endif
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if (Security_Init)
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{
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switch(Security_Init(va("%s %.2f %i", DISTRIBUTION, 2.57, version_number())))
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{
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case SECURITY_INIT_BAD_CHECKSUM:
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Con_Printf("Checksum failed. Security module does not support this build. Go upgrade it.\n");
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break;
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case SECURITY_INIT_BAD_VERSION:
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Con_Printf("Version failed. Security module does not support this version. Go upgrade.\n");
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break;
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case SECURITY_INIT_ERROR:
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Con_Printf("'Generic' security error. Stop hacking.\n");
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break;
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case SECURITY_INIT_NOPROC:
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Con_Printf("/proc/* does not exist. You will need to upgrade/reconfigure your kernel.\n");
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break;
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case 0:
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Cvar_Register(&auth_validateclients, "Authentication");
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return;
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}
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#if 0//def _WIN32
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FreeLibrary(secmodule);
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#endif
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}
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Security_Verify_Response = NULL;
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Security_Init = NULL;
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Security_Generate_Crc = NULL;
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Security_IsModelModified = NULL;
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Security_Supported_Binaries = NULL;
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Security_Shutdown = NULL;
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}
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//////////////////////
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//f_modified
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void Validation_IncludeFile(char *filename, char *file, int filelen)
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{
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}
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static void Validation_FilesModified (void)
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{
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Con_Printf ("f_modified not implemented\n");
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}
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void Validation_FlushFileList(void)
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{
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f_modified_t *fm;
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while(f_modified_list)
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{
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fm = f_modified_list->next;
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Z_Free(f_modified_list);
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f_modified_list = fm;
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}
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}
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/////////////////////////
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//minor (codewise) responses
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static void Validation_Server(void)
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{
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char adr[MAX_ADR_SIZE];
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#ifdef warningmsg
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#pragma warningmsg("is allowing the user to turn this off practical?..")
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#endif
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if (!allow_f_server.ival)
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return;
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Cbuf_AddText(va("say server is %s\n", NET_AdrToString(adr, sizeof(adr), &cls.netchan.remote_address)), RESTRICT_LOCAL);
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}
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static void Validation_Skins(void)
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{
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extern cvar_t r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
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int percent = r_fullbrightSkins.value*100;
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if (!allow_f_skins.ival)
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return;
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RulesetLatch(&r_fb_models);
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RulesetLatch(&r_fullbrightSkins);
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if (percent < 0)
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percent = 0;
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if (percent > cls.allow_fbskins*100)
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percent = cls.allow_fbskins*100;
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if (percent)
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Cbuf_AddText(va("say all player skins %i%% fullbright%s\n", percent, (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival)?" (non-player 100%%)":(r_fb_models.value?" (plus luma)":"")), RESTRICT_LOCAL);
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else if (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival)
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Cbuf_AddText("say non-player entities glow in the dark like a bright big cheat\n", RESTRICT_LOCAL);
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else if (r_fb_models.ival)
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Cbuf_AddText("say luma textures only\n", RESTRICT_LOCAL);
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else
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Cbuf_AddText("say Only cheaters use full bright skins\n", RESTRICT_LOCAL);
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}
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static void Validation_Scripts(void)
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{ //subset of ruleset
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if (!allow_f_scripts.ival)
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return;
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if (ruleset_allow_frj.ival)
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Cbuf_AddText("say scripts are allowed\n", RESTRICT_LOCAL);
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else
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Cbuf_AddText("say scripts are capped\n", RESTRICT_LOCAL);
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}
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static void Validation_FakeShaft(void)
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{
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extern cvar_t cl_truelightning;
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if (!allow_f_fakeshaft.ival)
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return;
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if (cl_truelightning.value > 0.999)
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Cbuf_AddText("say fakeshaft on\n", RESTRICT_LOCAL);
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else if (cl_truelightning.value > 0)
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Cbuf_AddText(va("say fakeshaft %.1f%%\n", cl_truelightning.value), RESTRICT_LOCAL);
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else
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Cbuf_AddText("say fakeshaft off\n", RESTRICT_LOCAL);
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}
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static void Validation_System(void)
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{ //subset of ruleset
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if (!allow_f_system.ival)
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return;
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Cbuf_AddText("say f_system not supported\n", RESTRICT_LOCAL);
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}
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static void Validation_CmdLine(void)
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{
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if (!allow_f_cmdline.ival)
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return;
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Cbuf_AddText("say f_cmdline not supported\n", RESTRICT_LOCAL);
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}
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//////////////////////
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//rulesets
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typedef struct {
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char *rulename;
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char *rulevalue;
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} rulesetrule_t;
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typedef struct {
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char *rulesetname;
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rulesetrule_t *rule;
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qboolean flagged;
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} ruleset_t;
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rulesetrule_t rulesetrules_strict[] = {
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{"ruleset_allow_shaders", "0"},
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{"r_vertexlight", "0"},
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{"ruleset_allow_playercount", "0"},
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{"ruleset_allow_frj", "0"},
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{"ruleset_allow_packet", "0"},
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{"ruleset_allow_particle_lightning", "0"},
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{"ruleset_allow_overlong_sounds", "0"},
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{"ruleset_allow_larger_models", "0"},
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{"ruleset_allow_modified_eyes", "0"},
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{"ruleset_allow_sensitive_texture_replacements", "0"},
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{"ruleset_allow_localvolume", "0"},
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{"ruleset_allow_fbmodels", "0"},
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{"tp_disputablemacros", "0"},
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{"cl_instantrotate", "0"},
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{"v_projectionmode", "0"}, /*no extended fovs*/
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{"r_shadow_realtime_world", "0"}, /*static lighting can be used to cast shadows around corners*/
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{NULL}
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};
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rulesetrule_t rulesetrules_nqr[] = {
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{"ruleset_allow_larger_models", "0"},
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{"ruleset_allow_overlong_sounds", "0"},
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{"ruleset_allow_particle_lightning", "0"},
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{"ruleset_allow_packet", "0"},
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{"ruleset_allow_frj", "0"},
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{"ruleset_allow_modified_eyes", "0"},
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{"ruleset_allow_sensitive_texture_replacements", "0"},
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{"ruleset_allow_localvolume", "0"},
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{"ruleset_allow_shaders", "0"},
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{"ruleset_allow_fbmodels", "0"},
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{"r_vertexlight", "0"},
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{"v_projectionmode", "0"},
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{"sbar_teamstatus", "0"},
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{NULL}
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};
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static ruleset_t rulesets[] =
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{
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{"strict", rulesetrules_strict},
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{"nqr", rulesetrules_nqr},
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//{"eql", rulesetrules_nqr},
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{NULL}
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};
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void RulesetLatch(cvar_t *cvar)
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{
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cvar->flags |= CVAR_RULESETLATCH;
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}
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void Validation_DelatchRulesets(void)
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{ //game has come to an end, allow the ruleset to be changed
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if (Cvar_ApplyLatches(CVAR_RULESETLATCH))
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Con_DPrintf("Ruleset deactivated\n");
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}
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qboolean Validation_GetCurrentRulesetName(char *rsnames, int resultbuflen, qboolean enforcechosenrulesets)
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{ //this code is more complex than it needs to be
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//this allows for the ruleset code to print a ruleset name that is applied via the cvars, but not directly named by the user
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cvar_t *var;
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ruleset_t *rs;
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int i;
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rs = rulesets;
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*rsnames = '\0';
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for (rs = rulesets; rs->rulesetname; rs++)
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{
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rs->flagged = false;
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for (i = 0; rs->rule[i].rulename; i++)
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{
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var = Cvar_FindVar(rs->rule[i].rulename);
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if (!var) //sw rendering?
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continue;
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if (strcmp(var->string, rs->rule[i].rulevalue))
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{
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Con_DPrintf("ruleset \"%s\" requires \"%s\" to be \"%s\"\n", rs->rulesetname, rs->rule[i].rulename, rs->rule[i].rulevalue);
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break; //current settings don't match
|
|
}
|
|
}
|
|
if (!rs->rule[i].rulename)
|
|
{
|
|
if (*rsnames)
|
|
{
|
|
Q_strncatz(rsnames, ", ", resultbuflen);
|
|
}
|
|
Q_strncatz(rsnames, rs->rulesetname, resultbuflen);
|
|
rs->flagged = true;
|
|
}
|
|
}
|
|
if (*rsnames)
|
|
{
|
|
//as we'll be telling the other players what rules we're playing by, we'd best stick to them
|
|
if (enforcechosenrulesets)
|
|
{
|
|
for (rs = rulesets; rs->rulesetname; rs++)
|
|
{
|
|
if (!rs->flagged)
|
|
continue;
|
|
for (i = 0; rs->rule[i].rulename; i++)
|
|
{
|
|
var = Cvar_FindVar(rs->rule[i].rulename);
|
|
if (!var)
|
|
continue;
|
|
RulesetLatch(var); //set the latched flag
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void Validation_OldRuleset(void)
|
|
{
|
|
char rsnames[1024];
|
|
|
|
if (Validation_GetCurrentRulesetName(rsnames, sizeof(rsnames), true))
|
|
Cbuf_AddText(va("say Ruleset: %s\n", rsnames), RESTRICT_LOCAL);
|
|
else
|
|
Cbuf_AddText("say No specific ruleset\n", RESTRICT_LOCAL);
|
|
}
|
|
|
|
void Validation_AllChecks(void)
|
|
{
|
|
char servername[22];
|
|
char playername[16];
|
|
char *enginebuild = version_string();
|
|
char localpnamelen = strlen(cl.players[cl.playerview[0].playernum].name);
|
|
char ruleset[1024];
|
|
|
|
//figure out the padding for the player's name.
|
|
if (localpnamelen >= 15)
|
|
playername[0] = 0;
|
|
else
|
|
{
|
|
memset(playername, ' ', 15-localpnamelen-1);
|
|
playername[15-localpnamelen] = 0;
|
|
}
|
|
|
|
//get the current server address
|
|
NET_AdrToString(servername, sizeof(servername), &cls.netchan.remote_address);
|
|
|
|
//get the ruleset names
|
|
if (!Validation_GetCurrentRulesetName(ruleset, sizeof(ruleset), true))
|
|
Q_strncpyz(ruleset, "no ruleset", sizeof(ruleset));
|
|
|
|
//now send it
|
|
CL_SendClientCommand(true, "say \"%s%21s " "%16s %s\"", playername, servername, enginebuild, ruleset);
|
|
|
|
}
|
|
|
|
void Validation_Apply_Ruleset(void)
|
|
{ //rulesets are applied when the client first gets a connection to the server
|
|
ruleset_t *rs;
|
|
rulesetrule_t *rule;
|
|
cvar_t *var;
|
|
int i;
|
|
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("fixme: the following line should not be needed. ensure this is the case")
|
|
#endif
|
|
Validation_DelatchRulesets(); //make sure there's no old one
|
|
|
|
if (!*ruleset.string || !strcmp(ruleset.string, "none"))
|
|
return; //no ruleset is set
|
|
|
|
for (rs = rulesets; rs->rulesetname; rs++)
|
|
{
|
|
if (!stricmp(rs->rulesetname, ruleset.string))
|
|
break;
|
|
}
|
|
if (!rs->rulesetname)
|
|
{
|
|
Con_Printf("Cannot apply ruleset %s - not recognised\n", ruleset.string);
|
|
return;
|
|
}
|
|
|
|
for (rule = rs->rule; rule->rulename; rule++)
|
|
{
|
|
for (i = 0; rs->rule[i].rulename; i++)
|
|
{
|
|
var = Cvar_FindVar(rs->rule[i].rulename);
|
|
if (!var)
|
|
continue;
|
|
|
|
if (!Cvar_ApplyLatchFlag(var, rs->rule[i].rulevalue, CVAR_RULESETLATCH))
|
|
{
|
|
Con_Printf("Failed to apply ruleset %s due to cvar %s\n", rs->rulesetname, var->name);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Con_DPrintf("Ruleset set to %s\n", rs->rulesetname);
|
|
}
|
|
|
|
//////////////////////
|
|
|
|
void Validation_Auto_Response(int playernum, char *s)
|
|
{
|
|
static float versionresponsetime;
|
|
static float modifiedresponsetime;
|
|
static float skinsresponsetime;
|
|
static float serverresponsetime;
|
|
static float rulesetresponsetime;
|
|
static float systemresponsetime;
|
|
static float fakeshaftresponsetime;
|
|
static float cmdlineresponsetime;
|
|
static float scriptsresponsetime;
|
|
|
|
if (!strncmp(s, "f_version", 9) && versionresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Version();
|
|
versionresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (cl.spectator)
|
|
return;
|
|
else if (!strncmp(s, "f_server", 8) && serverresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Server();
|
|
serverresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_system", 8) && systemresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_System();
|
|
systemresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_cmdline", 9) && cmdlineresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_CmdLine();
|
|
cmdlineresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_fakeshaft", 11) && fakeshaftresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_FakeShaft();
|
|
fakeshaftresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_modified", 10) && modifiedresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_FilesModified();
|
|
modifiedresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_scripts", 9) && scriptsresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_Scripts();
|
|
scriptsresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_skins", 7) && skinsresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Skins();
|
|
skinsresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "f_ruleset", 9) && rulesetresponsetime < Sys_DoubleTime())
|
|
{
|
|
if (1)
|
|
Validation_AllChecks();
|
|
else
|
|
Validation_OldRuleset();
|
|
rulesetresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
}
|
|
|
|
|