mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
c68cbfec24
fix stats issue. support menuqc-based loading screens. fixed 2d render-to-texture issues. (finally) throttle 'connection lost or aborted' messages. report the ip address too, because we can. begun work on nq-style player ip-logging. ip addresses are collected now, but there's still no actual database code yet. rewrote engine auto-update. now part of the updates menu instead of system-specific special-case code. Still requires a system function to actually invoke the updated engine however. added sdl audio capture support (requires sdl 2.0.5). treat q_version like f_version etc. respond to both. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5046 fc73d0e0-1445-4013-8a0c-d673dee63da5
677 lines
18 KiB
C
677 lines
18 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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static void QDECL rulesetcallback(cvar_t *var, char *oldval)
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{
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Validation_Apply_Ruleset();
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}
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cvar_t allow_f_version = CVAR("allow_f_version", "1");
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cvar_t allow_f_server = CVAR("allow_f_server", "1");
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cvar_t allow_f_modified = CVAR("allow_f_modified", "1");
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cvar_t allow_f_skins = CVAR("allow_f_skins", "1");
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cvar_t allow_f_ruleset = CVAR("allow_f_ruleset", "1");
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cvar_t allow_f_scripts = CVAR("allow_f_scripts", "1");
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cvar_t allow_f_fakeshaft = CVAR("allow_f_fakeshaft", "1");
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cvar_t allow_f_system = CVAR("allow_f_system", "0");
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cvar_t allow_f_cmdline = CVAR("allow_f_cmdline", "0");
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cvar_t auth_validateclients = CVAR("auth_validateclients", "1");
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cvar_t ruleset = CVARC("ruleset", "none", rulesetcallback);
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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_drawflat;
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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 || r_lightmap.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" 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"}, /*users can potentially create all sorts of wallhacks or spiked models with this*/
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{"ruleset_allow_watervis", "0"}, /*oh noes! users might be able to see underwater if they're already in said water. oh wait. what? why do we care, dude*/
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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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{"scr_autoid_team", "0"}, /*sort of a wallhack*/
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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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{"ruleset_allow_in", "0"},
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{"r_projection", "0"},
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{"gl_shadeq1_name", "*"},
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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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{"ruleset_allow_in", "0"},
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{"r_projection", "0"},
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{"gl_shadeq1_name", "*"},
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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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static qboolean ruleset_locked;
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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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ruleset_locked = false;
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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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if (enforcechosenrulesets)
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ruleset_locked = true;
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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
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}
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}
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if (!rs->rule[i].rulename)
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{
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if (*rsnames)
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{
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Q_strncatz(rsnames, ", ", resultbuflen);
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}
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Q_strncatz(rsnames, rs->rulesetname, resultbuflen);
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rs->flagged = true;
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}
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}
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if (*rsnames)
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{
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//as we'll be telling the other players what rules we're playing by, we'd best stick to them
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if (enforcechosenrulesets)
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{
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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
|
|
{
|
|
//pad the left side to compensate for the player name prefix the server will add in the final svc_print
|
|
memset(playername, ' ', 15-localpnamelen);
|
|
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;
|
|
char *rulesetname = ruleset.string;
|
|
|
|
if (ruleset_locked)
|
|
{
|
|
if (ruleset.modified)
|
|
{
|
|
Con_Printf("Cannot change rulesets after the current ruleset has been announced\n");
|
|
ruleset.modified = false;
|
|
}
|
|
return;
|
|
}
|
|
ruleset.modified = false;
|
|
|
|
if (!strcmp(rulesetname, "smackdown")) //officially, smackdown cannot authorise this, thus we do not use that name. however, imported configs tend to piss people off.
|
|
rulesetname = "strict";
|
|
|
|
if (!*rulesetname || !strcmp(rulesetname, "none") || !strcmp(rulesetname, "default"))
|
|
{
|
|
if (Cvar_ApplyLatches(CVAR_RULESETLATCH))
|
|
Con_DPrintf("Ruleset deactivated\n");
|
|
return; //no ruleset is set
|
|
}
|
|
|
|
for (rs = rulesets; rs->rulesetname; rs++)
|
|
{
|
|
if (!stricmp(rs->rulesetname, rulesetname))
|
|
break;
|
|
}
|
|
if (!rs->rulesetname)
|
|
{
|
|
Con_Printf("Cannot apply ruleset %s - not recognised\n", rulesetname);
|
|
if (Cvar_ApplyLatches(CVAR_RULESETLATCH))
|
|
Con_DPrintf("Ruleset deactivated\n");
|
|
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;
|
|
|
|
//quakeworld tends to use f_*
|
|
//netquake uses the slightly more guessable q_* form
|
|
if (!strncmp(s, "f_", 2))
|
|
s+=2;
|
|
else if (!strncmp(s, "q_", 2))
|
|
s+=2;
|
|
else
|
|
return;
|
|
|
|
if (!strncmp(s, "version", 7) && versionresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Version();
|
|
versionresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (cl.spectator)
|
|
return;
|
|
else if (!strncmp(s, "server", 6) && serverresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Server();
|
|
serverresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "system", 6) && systemresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_System();
|
|
systemresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "cmdline", 7) && cmdlineresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_CmdLine();
|
|
cmdlineresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "fakeshaft", 9) && fakeshaftresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_FakeShaft();
|
|
fakeshaftresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "modified", 8) && modifiedresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_FilesModified();
|
|
modifiedresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "scripts", 7) && scriptsresponsetime < Sys_DoubleTime())
|
|
{
|
|
Validation_Scripts();
|
|
scriptsresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "skins", 5) && skinsresponsetime < Sys_DoubleTime()) //respond to it.
|
|
{
|
|
Validation_Skins();
|
|
skinsresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
else if (!strncmp(s, "ruleset", 7) && rulesetresponsetime < Sys_DoubleTime())
|
|
{
|
|
if (1)
|
|
Validation_AllChecks();
|
|
else
|
|
Validation_OldRuleset();
|
|
rulesetresponsetime = Sys_DoubleTime() + 5;
|
|
}
|
|
}
|
|
|
|
|