st/code/server/sv_client.c
2008-04-04 00:00:00 +00:00

1029 lines
30 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2007 HermitWorks Entertainment Corporation
This file is part of the Space Trader source code.
The Space Trader source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
The Space Trader source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the Space Trader source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// sv_client.c -- server code for dealing with clients
#include "server.h"
/*
=================
SV_GetChallenge
A "getchallenge" OOB command has been received
Returns a challenge number that can be used
in a subsequent connectResponse command.
We do this to prevent denial of service attacks that
flood the server with invalid connection IPs. With a
challenge, they must give a valid IP address.
If we are authorizing, a challenge request will cause a packet
to be sent to the authorize server.
When an authorizeip is returned, a challenge response will be
sent to that ip.
=================
*/
void SV_GetChallenge( netadr_t from ) {
int i;
int oldest;
int oldestTime;
challenge_t *challenge;
// ignore if we are in single player
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
return;
}
oldest = 0;
oldestTime = 0x7fffffff;
// see if we already have a challenge for this ip
challenge = &svs.challenges[0];
for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) {
if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) {
break;
}
if ( challenge->time < oldestTime ) {
oldestTime = challenge->time;
oldest = i;
}
}
if (i == MAX_CHALLENGES) {
// this is the first time this client has asked for a challenge
challenge = &svs.challenges[oldest];
challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time;
challenge->adr = from;
challenge->firstTime = svs.time;
challenge->time = svs.time;
challenge->connected = qfalse;
i = oldest;
}
// if they are on a lan address, send the challengeResponse immediately
/*if ( Sys_IsLANAddress( from ) ) {
challenge->pingTime = svs.time;
NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge );
return;
}*/
// if they have been challenging for a long time and we
// haven't heard anything from the authorize server, go ahead and
// let them in, assuming the id server is down
if ( svs.time - challenge->firstTime > AUTHORIZE_TIMEOUT ) {
Com_DPrintf( "authorize server timed out\n" );
challenge->pingTime = svs.time;
NET_OutOfBandPrint( NS_SERVER, challenge->adr,
"challengeResponse %i", challenge->challenge );
return;
}
}
/*
==================
SV_DirectConnect
A "connect" OOB command has been received
==================
*/
#define PB_MESSAGE "PunkBuster Anti-Cheat software must be installed " \
"and Enabled in order to join this server. An updated game patch can be downloaded from " \
"www.idsoftware.com"
void SV_DirectConnect( netadr_t from ) {
char userinfo[MAX_INFO_STRING];
int i;
client_t *cl, *newcl;
client_t temp;
sharedEntity_t *ent;
int clientNum;
int qport;
int challenge;
char *password;
int startIndex;
intptr_t denied;
int count;
Com_DPrintf ("SVC_DirectConnect ()\n");
Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );
if ( Q_stricmp( Info_ValueForKey( userinfo, "protocol" ), PROTOCOL_VERSION ) ) {
NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version "PROTOCOL_VERSION".\n" );
Com_DPrintf (" rejected connect from version %s\n", Info_ValueForKey( userinfo, "protocol" ));
return;
}
challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
qport = atoi( Info_ValueForKey( userinfo, "qport" ) );
// quick reject
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if ( cl->state == CS_FREE ) {
continue;
}
if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
&& ( cl->netchan.qport == qport
|| from.port == cl->netchan.remoteAddress.port ) ) {
if (( svs.time - cl->lastConnectTime)
< (sv_reconnectlimit->integer * 1000)) {
Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
return;
}
break;
}
}
// see if the challenge is valid (LAN clients don't need to challenge)
if ( !NET_IsLocalAddress (from) ) {
int ping;
for (i=0 ; i<MAX_CHALLENGES ; i++) {
if (NET_CompareAdr(from, svs.challenges[i].adr)) {
if ( challenge == svs.challenges[i].challenge ) {
break; // good
}
}
}
if (i == MAX_CHALLENGES) {
NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
return;
}
// force the IP key/value pair so the game can filter based on ip
Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ) );
ping = svs.time - svs.challenges[i].pingTime;
Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping );
svs.challenges[i].connected = qtrue;
// never reject a LAN client based on ping
if ( !Sys_IsLANAddress( from ) ) {
if ( sv_minPing->value && ping < sv_minPing->value ) {
// don't let them keep trying until they get a big delay
NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only\n" );
Com_DPrintf ("Client %i rejected on a too low ping\n", i);
// reset the address otherwise their ping will keep increasing
// with each connect message and they'd eventually be able to connect
svs.challenges[i].adr.port = 0;
return;
}
if ( sv_maxPing->value && ping > sv_maxPing->value ) {
NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only\n" );
Com_DPrintf ("Client %i rejected on a too high ping\n", i);
return;
}
}
} else {
// force the "ip" info key to "localhost"
Info_SetValueForKey( userinfo, "ip", "localhost" );
}
newcl = &temp;
Com_Memset (newcl, 0, sizeof(client_t));
// if there is already a slot for this ip, reuse it
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if ( cl->state == CS_FREE ) {
continue;
}
if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
&& ( cl->netchan.qport == qport
|| from.port == cl->netchan.remoteAddress.port ) ) {
Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
newcl = cl;
// this doesn't work because it nukes the players userinfo
// // disconnect the client from the game first so any flags the
// // player might have are dropped
// VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
//
goto gotnewcl;
}
}
// find a client slot
// if "sv_privateClients" is set > 0, then that number
// of client slots will be reserved for connections that
// have "password" set to the value of "sv_privatePassword"
// Info requests will report the maxclients as if the private
// slots didn't exist, to prevent people from trying to connect
// to a full server.
// This is to allow us to reserve a couple slots here on our
// servers so we can play without having to kick people.
// check for privateClient password
password = Info_ValueForKey( userinfo, "password" );
if ( !strcmp( password, sv_privatePassword->string ) ) {
startIndex = 0;
} else {
// skip past the reserved slots
startIndex = sv_privateClients->integer;
}
newcl = NULL;
for ( i = startIndex; i < MAX_PLAYERS ; i++ ) {
cl = &svs.clients[i];
if (cl->state == CS_FREE) {
newcl = cl;
break;
}
}
if ( !newcl ) {
if ( NET_IsLocalAddress( from ) ) {
count = 0;
for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
cl = &svs.clients[i];
if (cl->netchan.remoteAddress.type == NA_BOT) {
count++;
}
}
// if they're all bots
if (count >= sv_maxclients->integer - startIndex) {
SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
newcl = &svs.clients[sv_maxclients->integer - 1];
}
else {
Com_Error( ERR_FATAL, "server is full on local connect\n" );
return;
}
}
else {
NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" );
Com_DPrintf ("Rejected a connection.\n");
return;
}
}
// we got a newcl, so reset the reliableSequence and reliableAcknowledge
cl->reliableAcknowledge = 0;
cl->reliableSequence = 0;
gotnewcl:
// build a new connection
// accept the new client
// this is the only place a client_t is ever initialized
*newcl = temp;
clientNum = newcl - svs.clients;
ent = SV_GentityNum( clientNum );
newcl->gentity = ent;
// save the challenge
newcl->challenge = challenge;
// save the address
Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);
// init the netchan queue
newcl->netchan_end_queue = &newcl->netchan_start_queue;
// save the userinfo
Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );
// get the game a chance to reject this connection or modify the userinfo
denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
if ( denied ) {
// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
char *str = VM_ExplicitArgPtr( gvm, denied );
NET_OutOfBandPrint( NS_SERVER, from, "error\n%s\n", str );
Com_DPrintf ("Game rejected a connection: %s.\n", str);
return;
}
SV_UserinfoChanged( newcl );
// send the connect packet to the client
NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );
Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );
newcl->state = CS_CONNECTED;
newcl->nextSnapshotTime = svs.time;
newcl->lastPacketTime = svs.time;
newcl->lastConnectTime = svs.time;
// when we receive the first packet from the client, we will
// notice that it is from a different serverid and that the
// gamestate message was not just sent, forcing a retransmit
newcl->gamestateMessageNum = -1;
// if this was the first client on the server, or the last client
// the server can hold, send a heartbeat to the master.
count = 0;
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
count++;
}
}
if ( count == 1 || count == sv_maxclients->integer ) {
SV_Heartbeat_f();
}
}
/*
=====================
SV_DropClient
Called when the player is totally leaving the server, either willingly
or unwillingly. This is NOT called if the entire server is quiting
or crashing -- SV_FinalMessage() will handle that
=====================
*/
void SV_DropClient( client_t *drop, const char *reason ) {
int i;
challenge_t *challenge;
if ( drop->state == CS_ZOMBIE ) {
return; // already dropped
}
if ( !drop->gentity || !(drop->gentity->r.svFlags & SVF_BOT) ) {
// see if we already have a challenge for this ip
challenge = &svs.challenges[0];
for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) {
if ( NET_CompareAdr( drop->netchan.remoteAddress, challenge->adr ) ) {
challenge->connected = qfalse;
break;
}
}
}
// tell everyone why they got dropped
SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason );
Com_DPrintf( "Going to CS_ZOMBIE for %s\n", drop->name );
drop->state = CS_ZOMBIE; // become free in a few seconds
// call the prog function for removing a client
// this will remove the body, among other things
VM_Call( gvm, GAME_CLIENT_DISCONNECT, drop - svs.clients );
// add the disconnect command
SV_SendServerCommand( drop, "disconnect \"%s\"", reason);
if ( drop->netchan.remoteAddress.type == NA_BOT ) {
SV_BotFreeClient( drop - svs.clients );
}
// nuke user info
SV_SetUserinfo( drop - svs.clients, "" );
// if this was the last client on the server, send a heartbeat
// to the master so it is known the server is empty
// send a heartbeat now so the master will get up to date info
// if there is already a slot for this ip, reuse it
for (i=0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
break;
}
}
if ( i == sv_maxclients->integer ) {
SV_Heartbeat_f();
}
}
/*
================
SV_SendClientGameState
Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each new map load.
It will be resent if the client acknowledges a later message but has
the wrong gamestate.
================
*/
void SV_SendClientGameState( client_t *client ) {
int start;
entityState_t *base, nullstate;
msg_t msg;
byte msgBuffer[MAX_MSGLEN];
Com_DPrintf ("SV_SendClientGameState() for %s\n", client->name);
Com_DPrintf( "Going from CS_CONNECTED to CS_PRIMED for %s\n", client->name );
client->state = CS_PRIMED;
client->pureAuthentic = 0;
client->gotCP = qfalse;
// when we receive the first packet from the client, we will
// notice that it is from a different serverid and that the
// gamestate message was not just sent, forcing a retransmit
client->gamestateMessageNum = client->netchan.outgoingSequence;
MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) );
// NOTE, MRE: all server->client messages now acknowledge
// let the client know which reliable clientCommands we have received
MSG_WriteLong( &msg, client->lastClientCommand );
// send any server commands waiting to be sent first.
// we have to do this cause we send the client->reliableSequence
// with a gamestate and it sets the clc.serverCommandSequence at
// the client side
SV_UpdateServerCommandsToClient( client, &msg );
// send the gamestate
MSG_WriteByte( &msg, svc_gamestate );
MSG_WriteLong( &msg, client->reliableSequence );
// write the configstrings
for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) {
if (sv.configstrings[start][0]) {
MSG_WriteByte( &msg, svc_configstring );
MSG_WriteShort( &msg, start );
MSG_WriteBigString( &msg, sv.configstrings[start] );
}
}
// write sql tables
MSG_WriteTables( client - svs.clients, &msg, &svs.db );
// write the baselines
Com_Memset( &nullstate, 0, sizeof( nullstate ) );
for ( start = 0 ; start < MAX_GENTITIES; start++ ) {
base = &sv.svEntities[start].baseline;
if ( !base->number ) {
continue;
}
MSG_WriteByte( &msg, svc_baseline );
MSG_WriteDeltaEntity( &msg, &nullstate, base, qtrue );
}
MSG_WriteByte( &msg, svc_EOF );
MSG_WriteLong( &msg, client - svs.clients);
// write the checksum feed
MSG_WriteLong( &msg, sv.checksumFeed);
// deliver this to the client
SV_SendMessageToClient( &msg, client );
}
/*
==================
SV_ClientEnterWorld
==================
*/
void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd ) {
int clientNum;
sharedEntity_t *ent;
Com_DPrintf( "Going from CS_PRIMED to CS_ACTIVE for %s\n", client->name );
client->state = CS_ACTIVE;
// set up the entity for the client
clientNum = client - svs.clients;
ent = SV_GentityNum( clientNum );
ent->s.number = clientNum;
client->gentity = ent;
client->deltaMessage = -1;
client->nextSnapshotTime = svs.time; // generate a snapshot immediately
client->lastUsercmd = *cmd;
// call the game begin function
VM_Call( gvm, GAME_CLIENT_BEGIN, client - svs.clients );
}
/*
============================================================
CLIENT COMMAND EXECUTION
============================================================
*/
/*
==================
SV_DoneDownload_f
Downloads are finished
==================
*/
void SV_DoneDownload_f( client_t *cl ) {
Com_DPrintf( "clientDownload: %s Done\n", cl->name);
// resend the game state to update any clients that entered during the download
SV_SendClientGameState(cl);
}
/*
=================
SV_Disconnect_f
The client is going to disconnect, so remove the connection immediately FIXME: move to game?
=================
*/
static void SV_Disconnect_f( client_t *cl ) {
SV_DropClient( cl, "disconnected" );
}
/*
=================
SV_VerifyPaks_f
If we are pure, disconnect the client if they do no meet the following conditions:
1. the first two checksums match our view of cgame and ui
2. there are no any additional checksums that we do not have
This routine would be a bit simpler with a goto but i abstained
=================
*/
static void SV_VerifyPaks_f( client_t *cl ) {
qboolean bGood;
// if we are pure, we "expect" the client to load certain things from
// certain pk3 files, namely we want the client to have loaded the
// ui and cgame that we think should be loaded based on the pure setting
//
if ( sv_pure->integer != 0 ) {
bGood = qtrue;
// TODO : verify client here
cl->gotCP = qtrue;
if (bGood) {
cl->pureAuthentic = 1;
}
else {
cl->pureAuthentic = 0;
cl->nextSnapshotTime = -1;
cl->state = CS_ACTIVE;
SV_SendClientSnapshot( cl );
SV_DropClient( cl, "Unpure client detected. Invalid .PK3 files referenced!" );
}
}
}
/*
=================
SV_ResetPureClient_f
=================
*/
static void SV_ResetPureClient_f( client_t *cl ) {
cl->pureAuthentic = 0;
cl->gotCP = qfalse;
}
/*
=================
SV_UserinfoChanged
Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
char *val;
int i;
// name for C code
Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );
// rate command
// if the client is on the same subnet as the server and we aren't running an
// internet public server, assume they don't need a rate choke
if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) {
cl->rate = 99999; // lans should not rate limit
} else {
val = Info_ValueForKey (cl->userinfo, "rate");
if (strlen(val)) {
i = atoi(val);
cl->rate = i;
if (cl->rate < 1000) {
cl->rate = 1000;
} else if (cl->rate > 90000) {
cl->rate = 90000;
}
} else {
cl->rate = 3000;
}
}
val = Info_ValueForKey (cl->userinfo, "handicap");
if (strlen(val)) {
i = atoi(val);
if (i<=0 || i>100 || strlen(val) > 4) {
Info_SetValueForKey( cl->userinfo, "handicap", "100" );
}
}
// snaps command
val = Info_ValueForKey (cl->userinfo, "snaps");
if (strlen(val)) {
i = atoi(val);
if ( i < 1 ) {
i = 1;
} else if ( i > sv_fps->integer ) {
i = sv_fps->integer;
}
cl->snapshotMsec = 1000/i;
} else {
cl->snapshotMsec = 50;
}
// TTimo
// maintain the IP information
// this is set in SV_DirectConnect (directly on the server, not transmitted), may be lost when client updates it's userinfo
// the banning code relies on this being consistently present
val = Info_ValueForKey (cl->userinfo, "ip");
if (!val[0])
{
//Com_DPrintf("Maintain IP in userinfo for '%s'\n", cl->name);
if ( !NET_IsLocalAddress(cl->netchan.remoteAddress) )
Info_SetValueForKey( cl->userinfo, "ip", NET_AdrToString( cl->netchan.remoteAddress ) );
else
// force the "ip" info key to "localhost" for local clients
Info_SetValueForKey( cl->userinfo, "ip", "localhost" );
}
}
/*
==================
SV_UpdateUserinfo_f
==================
*/
static void SV_UpdateUserinfo_f( client_t *cl ) {
Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) );
SV_UserinfoChanged( cl );
// call prog code to allow overrides
VM_Call( gvm, GAME_CLIENT_USERINFO_CHANGED, cl - svs.clients );
}
typedef struct {
char *name;
void (*func)( client_t *cl );
} ucmd_t;
static const ucmd_t ucmds[] = {
{"userinfo", SV_UpdateUserinfo_f},
{"disconnect", SV_Disconnect_f},
{"cp", SV_VerifyPaks_f},
{"vdr", SV_ResetPureClient_f},
{"donedl", SV_DoneDownload_f},
{NULL, NULL}
};
/*
==================
SV_ExecuteClientCommand
Also called by bot code
==================
*/
void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK ) {
const ucmd_t *u;
qboolean bProcessed = qfalse;
Cmd_TokenizeString( s );
// see if it is a server level command
for (u=ucmds ; u->name ; u++) {
if (!strcmp (Cmd_Argv(0), u->name) ) {
u->func( cl );
bProcessed = qtrue;
break;
}
}
if (clientOK) {
// pass unknown strings to the game
if (!u->name && sv.state == SS_GAME) {
VM_Call( gvm, GAME_CLIENT_COMMAND, cl - svs.clients );
}
}
else if (!bProcessed)
Com_DPrintf( "client text ignored for %s: %s\n", cl->name, Cmd_Argv(0) );
}
/*
===============
SV_ClientCommand
===============
*/
static qboolean SV_ClientCommand( client_t *cl, msg_t *msg ) {
int seq;
const char *s;
qboolean clientOk = qtrue;
seq = MSG_ReadLong( msg );
s = MSG_ReadString( msg );
// see if we have already executed it
if ( cl->lastClientCommand >= seq ) {
return qtrue;
}
Com_DPrintf( "clientCommand: %s : %i : %s\n", cl->name, seq, s );
// drop the connection if we have somehow lost commands
if ( seq > cl->lastClientCommand + 1 ) {
Com_Printf( "Client %s lost %i clientCommands\n", cl->name,
seq - cl->lastClientCommand + 1 );
SV_DropClient( cl, "Lost reliable commands" );
return qfalse;
}
// malicious users may try using too many string commands
// to lag other players. If we decide that we want to stall
// the command, we will stop processing the rest of the packet,
// including the usercmd. This causes flooders to lag themselves
// but not other people
// We don't do this when the client hasn't been active yet since its
// normal to spam a lot of commands when downloading
if ( !com_cl_running->integer &&
cl->state >= CS_ACTIVE &&
sv_floodProtect->integer &&
svs.time < cl->nextReliableTime ) {
// ignore any other text messages from this client but let them keep playing
// TTimo - moved the ignored verbose to the actual processing in SV_ExecuteClientCommand, only printing if the core doesn't intercept
clientOk = qfalse;
}
// don't allow another command for 200 milliseconds
cl->nextReliableTime = svs.time + 200;
SV_ExecuteClientCommand( cl, s, clientOk );
cl->lastClientCommand = seq;
Com_sprintf(cl->lastClientCommandString, sizeof(cl->lastClientCommandString), "%s", s);
return qtrue; // continue procesing
}
//==================================================================================
/*
==================
SV_ClientThink
Also called by bot code
==================
*/
void SV_ClientThink (client_t *cl, usercmd_t *cmd) {
cl->lastUsercmd = *cmd;
if ( cl->state != CS_ACTIVE ) {
return; // may have been kicked during the last usercmd
}
VM_Call( gvm, GAME_CLIENT_THINK, cl - svs.clients );
}
/*
==================
SV_UserMove
The message usually contains all the movement commands
that were in the last three packets, so that the information
in dropped packets can be recovered.
On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) {
int i, key;
int cmdCount;
usercmd_t nullcmd;
usercmd_t cmds[MAX_PACKET_USERCMDS];
usercmd_t *cmd, *oldcmd;
if ( delta ) {
cl->deltaMessage = cl->messageAcknowledge;
} else {
cl->deltaMessage = -1;
}
cmdCount = MSG_ReadByte( msg );
if ( cmdCount < 1 ) {
Com_Printf( "cmdCount < 1\n" );
return;
}
if ( cmdCount > MAX_PACKET_USERCMDS ) {
Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
return;
}
// use the checksum feed in the key
key = sv.checksumFeed;
// also use the message acknowledge
key ^= cl->messageAcknowledge;
// also use the last acknowledged server command in the key
key ^= Com_HashKey( SV_GetServerCommand( cl, cl->reliableAcknowledge ), 32);
Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
oldcmd = &nullcmd;
for ( i = 0 ; i < cmdCount ; i++ ) {
cmd = &cmds[i];
MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd );
oldcmd = cmd;
}
// save time for ping calculation
cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time;
// TTimo
// catch the no-cp-yet situation before SV_ClientEnterWorld
// if CS_ACTIVE, then it's time to trigger a new gamestate emission
// if not, then we are getting remaining parasite usermove commands, which we should ignore
if (sv_pure->integer != 0 && cl->pureAuthentic == 0 && !cl->gotCP) {
if (cl->state == CS_ACTIVE)
{
// we didn't get a cp yet, don't assume anything and just send the gamestate all over again
Com_DPrintf( "%s: didn't get cp command, resending gamestate\n", cl->name, cl->state );
SV_SendClientGameState( cl );
}
return;
}
// if this is the first usercmd we have received
// this gamestate, put the client into the world
if ( cl->state == CS_PRIMED ) {
SV_ClientEnterWorld( cl, &cmds[0] );
// the moves can be processed normaly
}
// a bad cp command was sent, drop the client
if (sv_pure->integer != 0 && cl->pureAuthentic == 0) {
SV_DropClient( cl, "Cannot validate pure client!");
return;
}
if ( cl->state != CS_ACTIVE ) {
cl->deltaMessage = -1;
return;
}
// usually, the first couple commands will be duplicates
// of ones we have previously received, but the servertimes
// in the commands will cause them to be immediately discarded
for ( i = 0 ; i < cmdCount ; i++ ) {
// if this is a cmd from before a map_restart ignore it
if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) {
continue;
}
// extremely lagged or cmd from before a map_restart
//if ( cmds[i].serverTime > svs.time + 3000 ) {
// continue;
//}
// don't execute if this is an old cmd which is already executed
// these old cmds are included when cl_packetdup > 0
if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) {
continue;
}
SV_ClientThink (cl, &cmds[ i ]);
}
}
/*
===========================================================================
USER CMD EXECUTION
===========================================================================
*/
/*
===================
SV_ExecuteClientMessage
Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) {
int c;
int serverId;
MSG_Bitstream(msg);
serverId = MSG_ReadLong( msg );
cl->messageAcknowledge = MSG_ReadLong( msg );
if (cl->messageAcknowledge < 0) {
// usually only hackers create messages like this
// it is more annoying for them to let them hanging
#ifndef NDEBUG
SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
return;
}
cl->reliableAcknowledge = MSG_ReadLong( msg );
// NOTE: when the client message is fux0red the acknowledgement numbers
// can be out of range, this could cause the server to send thousands of server
// commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient
if (cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS) {
// usually only hackers create messages like this
// it is more annoying for them to let them hanging
#ifndef NDEBUG
SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
cl->reliableAcknowledge = cl->reliableSequence;
return;
}
// if this is a usercmd from a previous gamestate,
// ignore it or retransmit the current gamestate
//
// if the client was downloading, let it stay at whatever serverId and
// gamestate it was at. This allows it to keep downloading even when
// the gamestate changes. After the download is finished, we'll
// notice and send it a new game state
//
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
// don't drop as long as previous command was a nextdl, after a dl is done, downloadName is set back to ""
// but we still need to read the next message to move to next download or send gamestate
// I don't like this hack though, it must have been working fine at some point, suspecting the fix is somewhere else
if ( serverId != sv.serverId ) {
if ( serverId >= sv.restartedServerId && serverId < sv.serverId ) { // TTimo - use a comparison here to catch multiple map_restart
// they just haven't caught the map_restart yet
Com_DPrintf("%s : ignoring pre map_restart / outdated client message\n", cl->name);
return;
}
// if we can tell that the client has dropped the last
// gamestate we sent them, resend it
if ( cl->messageAcknowledge > cl->gamestateMessageNum ) {
Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name );
SV_SendClientGameState( cl );
}
return;
}
// this client has acknowledged the new gamestate so it's
// safe to start sending it the real time again
if( cl->oldServerTime && serverId == sv.serverId ){
Com_DPrintf( "%s acknowledged gamestate\n", cl->name );
cl->oldServerTime = 0;
}
// read optional clientCommand strings
do {
c = MSG_ReadByte( msg );
if ( c == clc_EOF ) {
break;
}
if ( c != clc_clientCommand ) {
break;
}
if ( !SV_ClientCommand( cl, msg ) ) {
return; // we couldn't execute it because of the flood protection
}
if (cl->state == CS_ZOMBIE) {
return; // disconnect command
}
} while ( 1 );
// read the usercmd_t
if ( c == clc_move ) {
SV_UserMove( cl, msg, qtrue );
} else if ( c == clc_moveNoDelta ) {
SV_UserMove( cl, msg, qfalse );
} else if ( c != clc_EOF ) {
Com_Printf( "WARNING: bad command byte for client %i\n", cl - svs.clients );
}
// if ( msg->readcount != msg->cursize ) {
// Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients );
// }
}