q3rally/engine/code/server/sv_client.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Quake III Arena 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"
static void SV_CloseDownload( client_t *cl );
/*
=================
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.
ioquake3: we added a possibility for clients to add a challenge
to their packets, to make it more difficult for malicious servers
to hi-jack client connections.
Also, the auth stuff is completely disabled for com_standalone games
as well as IPv6 connections, since there is no way to use the
v4-only auth server for these new types of connections.
=================
*/
void SV_GetChallenge(netadr_t from)
{
int i;
int oldest;
int oldestTime;
int oldestClientTime;
int clientChallenge;
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challenge_t *challenge;
qboolean wasfound = qfalse;
char *gameName;
qboolean gameMismatch;
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// ignore if we are in single player
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
return;
}
gameName = Cmd_Argv(2);
#ifdef LEGACY_PROTOCOL
// gamename is optional for legacy protocol
if (com_legacyprotocol->integer && !*gameName)
gameMismatch = qfalse;
else
#endif
gameMismatch = !*gameName || strcmp(gameName, com_gamename->string) != 0;
// reject client if the gamename string sent by the client doesn't match ours
if (gameMismatch)
{
NET_OutOfBandPrint(NS_SERVER, from, "print\nGame mismatch: This is a %s server\n",
com_gamename->string);
return;
}
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oldest = 0;
oldestClientTime = oldestTime = 0x7fffffff;
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// see if we already have a challenge for this ip
challenge = &svs.challenges[0];
clientChallenge = atoi(Cmd_Argv(1));
for(i = 0 ; i < MAX_CHALLENGES ; i++, challenge++)
{
if(!challenge->connected && NET_CompareAdr(from, challenge->adr))
{
wasfound = qtrue;
if(challenge->time < oldestClientTime)
oldestClientTime = challenge->time;
}
if(wasfound && i >= MAX_CHALLENGES_MULTI)
{
i = MAX_CHALLENGES;
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break;
}
if(challenge->time < oldestTime)
{
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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->clientChallenge = clientChallenge;
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challenge->adr = from;
challenge->firstTime = svs.time;
challenge->connected = qfalse;
}
// always generate a new challenge number, so the client cannot circumvent sv_maxping
challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time;
challenge->wasrefused = qfalse;
challenge->time = svs.time;
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#ifndef STANDALONE
// Drop the authorize stuff if this client is coming in via v6 as the auth server does not support ipv6.
// Drop also for addresses coming in on local LAN and for stand-alone games independent from id's assets.
if(challenge->adr.type == NA_IP && !com_standalone->integer && !Sys_IsLANAddress(from))
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{
// look up the authorize server's IP
if (svs.authorizeAddress.type == NA_BAD)
{
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if (NET_StringToAdr(AUTHORIZE_SERVER_NAME, &svs.authorizeAddress, NA_IP))
{
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
}
// we couldn't contact the auth server, let them in.
if(svs.authorizeAddress.type == NA_BAD)
Com_Printf("Couldn't resolve auth server address\n");
// 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
else if(svs.time - oldestClientTime > AUTHORIZE_TIMEOUT)
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Com_DPrintf( "authorize server timed out\n" );
else
{
// otherwise send their ip to the authorize server
cvar_t *fs;
char game[1024];
Com_DPrintf( "sending getIpAuthorize for %s\n", NET_AdrToString( from ));
strcpy(game, BASEGAME);
fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
if (fs && fs->string[0] != 0) {
strcpy(game, fs->string);
}
// the 0 is for backwards compatibility with obsolete sv_allowanonymous flags
// getIpAuthorize <challenge> <IP> <game> 0 <auth-flag>
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"getIpAuthorize %i %i.%i.%i.%i %s 0 %s", challenge->challenge,
from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, sv_strictAuth->string );
return;
}
}
#endif
challenge->pingTime = svs.time;
NET_OutOfBandPrint(NS_SERVER, challenge->adr, "challengeResponse %d %d %d",
challenge->challenge, clientChallenge, com_protocol->integer);
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}
#ifndef STANDALONE
/*
====================
SV_AuthorizeIpPacket
A packet has been returned from the authorize server.
If we have a challenge adr for that ip, send the
challengeResponse to it
====================
*/
void SV_AuthorizeIpPacket( netadr_t from ) {
int challenge;
int i;
char *s;
char *r;
challenge_t *challengeptr;
if ( !NET_CompareBaseAdr( from, svs.authorizeAddress ) ) {
Com_Printf( "SV_AuthorizeIpPacket: not from authorize server\n" );
return;
}
challenge = atoi( Cmd_Argv( 1 ) );
for (i = 0 ; i < MAX_CHALLENGES ; i++) {
if ( svs.challenges[i].challenge == challenge ) {
break;
}
}
if ( i == MAX_CHALLENGES ) {
Com_Printf( "SV_AuthorizeIpPacket: challenge not found\n" );
return;
}
challengeptr = &svs.challenges[i];
// send a packet back to the original client
challengeptr->pingTime = svs.time;
s = Cmd_Argv( 2 );
r = Cmd_Argv( 3 ); // reason
if ( !Q_stricmp( s, "demo" ) ) {
// they are a demo client trying to connect to a real server
NET_OutOfBandPrint( NS_SERVER, challengeptr->adr, "print\nServer is not a demo server\n" );
// clear the challenge record so it won't timeout and let them through
Com_Memset( challengeptr, 0, sizeof( *challengeptr ) );
return;
}
if ( !Q_stricmp( s, "accept" ) ) {
NET_OutOfBandPrint(NS_SERVER, challengeptr->adr,
"challengeResponse %d %d %d", challengeptr->challenge, challengeptr->clientChallenge, com_protocol->integer);
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return;
}
if ( !Q_stricmp( s, "unknown" ) ) {
if (!r) {
NET_OutOfBandPrint( NS_SERVER, challengeptr->adr, "print\nAwaiting CD key authorization\n" );
} else {
NET_OutOfBandPrint( NS_SERVER, challengeptr->adr, "print\n%s\n", r);
}
// clear the challenge record so it won't timeout and let them through
Com_Memset( challengeptr, 0, sizeof( *challengeptr ) );
return;
}
// authorization failed
if (!r) {
NET_OutOfBandPrint( NS_SERVER, challengeptr->adr, "print\nSomeone is using this CD Key\n" );
} else {
NET_OutOfBandPrint( NS_SERVER, challengeptr->adr, "print\n%s\n", r );
}
// clear the challenge record so it won't timeout and let them through
Com_Memset( challengeptr, 0, sizeof(*challengeptr) );
}
#endif
/*
==================
SV_IsBanned
Check whether a certain address is banned
==================
*/
static qboolean SV_IsBanned(netadr_t *from, qboolean isexception)
{
int index;
serverBan_t *curban;
if(!isexception)
{
// If this is a query for a ban, first check whether the client is excepted
if(SV_IsBanned(from, qtrue))
return qfalse;
}
for(index = 0; index < serverBansCount; index++)
{
curban = &serverBans[index];
if(curban->isexception == isexception)
{
if(NET_CompareBaseAdrMask(curban->ip, *from, curban->subnet))
return qtrue;
}
}
return qfalse;
}
/*
==================
SV_DirectConnect
A "connect" OOB command has been received
==================
*/
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 version;
int qport;
int challenge;
char *password;
int startIndex;
intptr_t denied;
int count;
char *ip;
#ifdef LEGACY_PROTOCOL
qboolean compat = qfalse;
#endif
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Com_DPrintf ("SVC_DirectConnect ()\n");
// Check whether this client is banned.
if(SV_IsBanned(&from, qfalse))
{
NET_OutOfBandPrint(NS_SERVER, from, "print\nYou are banned from this server.\n");
return;
}
Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );
version = atoi(Info_ValueForKey(userinfo, "protocol"));
#ifdef LEGACY_PROTOCOL
if(version > 0 && com_legacyprotocol->integer == version)
compat = qtrue;
else
#endif
{
if(version != com_protocol->integer)
{
NET_OutOfBandPrint(NS_SERVER, from, "print\nServer uses protocol version %i "
"(yours is %i).\n", com_protocol->integer, version);
Com_DPrintf(" rejected connect from version %i\n", version);
return;
}
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}
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;
}
}
// don't let "ip" overflow userinfo string
if ( NET_IsLocalAddress (from) )
ip = "localhost";
else
ip = (char *)NET_AdrToString( from );
if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) {
NET_OutOfBandPrint( NS_SERVER, from,
"print\nUserinfo string length exceeded. "
"Try removing setu cvars from your config.\n" );
return;
}
Info_SetValueForKey( userinfo, "ip", ip );
// see if the challenge is valid (LAN clients don't need to challenge)
if (!NET_IsLocalAddress(from))
{
int ping;
challenge_t *challengeptr;
for (i=0; i<MAX_CHALLENGES; i++)
{
if (NET_CompareAdr(from, svs.challenges[i].adr))
{
if(challenge == svs.challenges[i].challenge)
break;
}
}
if (i == MAX_CHALLENGES)
{
NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for your address.\n" );
return;
}
challengeptr = &svs.challenges[i];
if(challengeptr->wasrefused)
{
// Return silently, so that error messages written by the server keep being displayed.
return;
}
ping = svs.time - challengeptr->pingTime;
// never reject a LAN client based on ping
if ( !Sys_IsLANAddress( from ) ) {
if ( sv_minPing->value && ping < sv_minPing->value ) {
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);
challengeptr->wasrefused = qtrue;
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);
challengeptr->wasrefused = qtrue;
return;
}
}
Com_Printf("Client %i connecting with %i challenge ping\n", i, ping);
challengeptr->connected = qtrue;
}
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 < sv_maxclients->integer ; 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" );
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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
#ifdef LEGACY_PROTOCOL
newcl->compat = compat;
Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, compat);
#else
Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, qfalse);
#endif
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// 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, "print\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 %d", challenge);
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Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );
newcl->state = CS_CONNECTED;
newcl->lastSnapshotTime = 0;
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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_FreeClient
Destructor for data allocated in a client structure
=====================
*/
void SV_FreeClient(client_t *client)
{
#ifdef USE_VOIP
int index;
for(index = client->queuedVoipIndex; index < client->queuedVoipPackets; index++)
{
index %= ARRAY_LEN(client->voipPacket);
Z_Free(client->voipPacket[index]);
}
client->queuedVoipPackets = 0;
#endif
SV_Netchan_FreeQueue(client);
SV_CloseDownload(client);
}
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/*
=====================
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;
const qboolean isBot = drop->netchan.remoteAddress.type == NA_BOT;
if ( drop->state == CS_ZOMBIE ) {
return; // already dropped
}
if ( !isBot ) {
// 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))
{
Com_Memset(challenge, 0, sizeof(*challenge));
break;
}
}
}
// Free all allocated data on the client structure
SV_FreeClient(drop);
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// tell everyone why they got dropped
SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason );
// 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 ( isBot ) {
SV_BotFreeClient( drop - svs.clients );
}
// nuke user info
SV_SetUserinfo( drop - svs.clients, "" );
if ( isBot ) {
// bots shouldn't go zombie, as there's no real net connection.
drop->state = CS_FREE;
} else {
Com_DPrintf( "Going to CS_ZOMBIE for %s\n", drop->name );
drop->state = CS_ZOMBIE; // become free in a few seconds
}
// 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.
================
*/
static 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 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;
// resend all configstrings using the cs commands since these are
// no longer sent when the client is CS_PRIMED
SV_UpdateConfigstrings( client );
// 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->lastSnapshotTime = 0; // generate a snapshot immediately
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if(cmd)
memcpy(&client->lastUsercmd, cmd, sizeof(client->lastUsercmd));
else
memset(&client->lastUsercmd, '\0', sizeof(client->lastUsercmd));
// call the game begin function
VM_Call( gvm, GAME_CLIENT_BEGIN, client - svs.clients );
}
/*
============================================================
CLIENT COMMAND EXECUTION
============================================================
*/
/*
==================
SV_CloseDownload
clear/free any download vars
==================
*/
static void SV_CloseDownload( client_t *cl ) {
int i;
// EOF
if (cl->download) {
FS_FCloseFile( cl->download );
}
cl->download = 0;
*cl->downloadName = 0;
// Free the temporary buffer space
for (i = 0; i < MAX_DOWNLOAD_WINDOW; i++) {
if (cl->downloadBlocks[i]) {
Z_Free(cl->downloadBlocks[i]);
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cl->downloadBlocks[i] = NULL;
}
}
}
/*
==================
SV_StopDownload_f
Abort a download if in progress
==================
*/
static void SV_StopDownload_f( client_t *cl ) {
if (*cl->downloadName)
Com_DPrintf( "clientDownload: %d : file \"%s\" aborted\n", (int) (cl - svs.clients), cl->downloadName );
SV_CloseDownload( cl );
}
/*
==================
SV_DoneDownload_f
Downloads are finished
==================
*/
static void SV_DoneDownload_f( client_t *cl ) {
ioquake3 resync to revision 2398 from 2369. This is the last ioquake3 revision before ioquake3 changed from subversion to git at the beginning of 2013. #5808 - Include and use .glsl in source (rend2) #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. Include Rend2 renderer in MacOSX bundle Include OpenGL1 and Rend2 renderers in MacOSX UB Include Rend2 renderer in NSIS installer. Include OpenGL1 and Rend2 renderers in Loki Setup Installer. Have NSIS uninstaller delete rend2. Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. Fix writting voip data in demos (broke in r2102). Fix server ignoring client move commands if voip data is included. Allow changing cl_voip without restarting. Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on. Only declare var_SampleToView in lightall shader when it is actually used. Fix a couple files not ending with a newline. Fix clients being able to reset their player state and respawn using donedl. Fix passing arg9 (qvm only), arg10, and arg11 to vmMain for native libs and non-i386 compiled or interpated qvms. (Currently they aren't use in vmMain in game, cgame, or ui.) Fix passing args[11] to args[15] from vm to engine on ppc64 and sparc64. Some of the args are used by game bot prediction syscalls. May have been causing bugs. Note: This was fixed for x86_64 in r2163. Fix reconnect command to work after leaving server. (#5794) Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449) Makefile fixes for OpenBSD by Jonathan Gray. (#5728) Save all arguments from connect for reconnect command. Remove unnecessary localhost check from reconnect command. Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1. Changed the MacOS-X build system to make UB's containing i386 and x86_64 arches and made make-macosx.sh not build UB's but only standard binaries Fix spectator client being switched from follow to free after map_restart if following a client with a higher client number. Fix client unlinking issue caused by ent->s.number being set to followed client's ps->clientNum after map_restart. Reported by Ensiform. Changes from Ensiform: - In G_AddBot, try to allocate clientNum before doing anything else. - In G_AddBot, don't set SVF_BOT and inuse. It's done in ClientConnect, plus inuse causes ClientDisconnect to be run for no reason. - In G_AddBot, only set skill in bot useinfo once. - Avoid using cl->ps.clientNum to check if cl is a bot. Fix bot skill format so it doesn't always have a space at the beginning of it. More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice. Have make-macosx.sh require the user to specify which architecture she/he wants to build for and suggest building UB's if the user is unaware of what architectures are Lets list all the valid options.
2017-07-09 21:21:12 +00:00
if ( cl->state == CS_ACTIVE )
return;
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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_NextDownload_f
The argument will be the last acknowledged block from the client, it should be
the same as cl->downloadClientBlock
==================
*/
static void SV_NextDownload_f( client_t *cl )
{
int block = atoi( Cmd_Argv(1) );
if (block == cl->downloadClientBlock) {
Com_DPrintf( "clientDownload: %d : client acknowledge of block %d\n", (int) (cl - svs.clients), block );
// Find out if we are done. A zero-length block indicates EOF
if (cl->downloadBlockSize[cl->downloadClientBlock % MAX_DOWNLOAD_WINDOW] == 0) {
Com_Printf( "clientDownload: %d : file \"%s\" completed\n", (int) (cl - svs.clients), cl->downloadName );
SV_CloseDownload( cl );
return;
}
cl->downloadSendTime = svs.time;
cl->downloadClientBlock++;
return;
}
// We aren't getting an acknowledge for the correct block, drop the client
// FIXME: this is bad... the client will never parse the disconnect message
// because the cgame isn't loaded yet
SV_DropClient( cl, "broken download" );
}
/*
==================
SV_BeginDownload_f
==================
*/
static void SV_BeginDownload_f( client_t *cl ) {
// Kill any existing download
SV_CloseDownload( cl );
// cl->downloadName is non-zero now, SV_WriteDownloadToClient will see this and open
// the file itself
Q_strncpyz( cl->downloadName, Cmd_Argv(1), sizeof(cl->downloadName) );
}
/*
==================
SV_WriteDownloadToClient
Check to see if the client wants a file, open it if needed and start pumping the client
Fill up msg with data, return number of download blocks added
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==================
*/
int SV_WriteDownloadToClient(client_t *cl, msg_t *msg)
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{
int curindex;
int unreferenced = 1;
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char errorMessage[1024];
char pakbuf[MAX_QPATH], *pakptr;
int numRefPaks;
if (!*cl->downloadName)
return 0; // Nothing being downloaded
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if(!cl->download)
{
qboolean idPack = qfalse;
#ifndef STANDALONE
qboolean missionPack = qfalse;
#endif
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// Chop off filename extension.
Com_sprintf(pakbuf, sizeof(pakbuf), "%s", cl->downloadName);
pakptr = strrchr(pakbuf, '.');
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if(pakptr)
{
*pakptr = '\0';
// Check for pk3 filename extension
if(!Q_stricmp(pakptr + 1, "pk3"))
{
const char *referencedPaks = FS_ReferencedPakNames();
// Check whether the file appears in the list of referenced
// paks to prevent downloading of arbitrary files.
Cmd_TokenizeStringIgnoreQuotes(referencedPaks);
numRefPaks = Cmd_Argc();
for(curindex = 0; curindex < numRefPaks; curindex++)
{
if(!FS_FilenameCompare(Cmd_Argv(curindex), pakbuf))
{
unreferenced = 0;
// now that we know the file is referenced,
// check whether it's legal to download it.
#ifndef STANDALONE
missionPack = FS_idPak(pakbuf, BASETA, NUM_TA_PAKS);
idPack = missionPack;
#endif
idPack = idPack || FS_idPak(pakbuf, BASEGAME, NUM_ID_PAKS);
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break;
}
}
}
}
cl->download = 0;
// We open the file here
if ( !(sv_allowDownload->integer & DLF_ENABLE) ||
(sv_allowDownload->integer & DLF_NO_UDP) ||
idPack || unreferenced ||
( cl->downloadSize = FS_SV_FOpenFileRead( cl->downloadName, &cl->download ) ) < 0 ) {
// cannot auto-download file
if(unreferenced)
{
Com_Printf("clientDownload: %d : \"%s\" is not referenced and cannot be downloaded.\n", (int) (cl - svs.clients), cl->downloadName);
Com_sprintf(errorMessage, sizeof(errorMessage), "File \"%s\" is not referenced and cannot be downloaded.", cl->downloadName);
}
else if (idPack) {
Com_Printf("clientDownload: %d : \"%s\" cannot download id pk3 files\n", (int) (cl - svs.clients), cl->downloadName);
#ifndef STANDALONE
if(missionPack)
{
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Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload Team Arena file \"%s\"\n"
"The Team Arena mission pack can be found in your local game store.", cl->downloadName);
}
else
#endif
{
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Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload id pk3 file \"%s\"", cl->downloadName);
}
}
else if ( !(sv_allowDownload->integer & DLF_ENABLE) ||
(sv_allowDownload->integer & DLF_NO_UDP) ) {
Com_Printf("clientDownload: %d : \"%s\" download disabled\n", (int) (cl - svs.clients), cl->downloadName);
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if (sv_pure->integer) {
Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n"
"You will need to get this file elsewhere before you "
"can connect to this pure server.\n", cl->downloadName);
} else {
Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n"
"The server you are connecting to is not a pure server, "
"set autodownload to No in your settings and you might be "
"able to join the game anyway.\n", cl->downloadName);
}
} else {
// NOTE TTimo this is NOT supposed to happen unless bug in our filesystem scheme?
// if the pk3 is referenced, it must have been found somewhere in the filesystem
Com_Printf("clientDownload: %d : \"%s\" file not found on server\n", (int) (cl - svs.clients), cl->downloadName);
Com_sprintf(errorMessage, sizeof(errorMessage), "File \"%s\" not found on server for autodownloading.\n", cl->downloadName);
}
MSG_WriteByte( msg, svc_download );
MSG_WriteShort( msg, 0 ); // client is expecting block zero
MSG_WriteLong( msg, -1 ); // illegal file size
MSG_WriteString( msg, errorMessage );
*cl->downloadName = 0;
if(cl->download)
FS_FCloseFile(cl->download);
return 0;
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}
Com_Printf( "clientDownload: %d : beginning \"%s\"\n", (int) (cl - svs.clients), cl->downloadName );
// Init
cl->downloadCurrentBlock = cl->downloadClientBlock = cl->downloadXmitBlock = 0;
cl->downloadCount = 0;
cl->downloadEOF = qfalse;
}
// Perform any reads that we need to
while (cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW &&
cl->downloadSize != cl->downloadCount) {
curindex = (cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW);
if (!cl->downloadBlocks[curindex])
cl->downloadBlocks[curindex] = Z_Malloc(MAX_DOWNLOAD_BLKSIZE);
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cl->downloadBlockSize[curindex] = FS_Read( cl->downloadBlocks[curindex], MAX_DOWNLOAD_BLKSIZE, cl->download );
if (cl->downloadBlockSize[curindex] < 0) {
// EOF right now
cl->downloadCount = cl->downloadSize;
break;
}
cl->downloadCount += cl->downloadBlockSize[curindex];
// Load in next block
cl->downloadCurrentBlock++;
}
// Check to see if we have eof condition and add the EOF block
if (cl->downloadCount == cl->downloadSize &&
!cl->downloadEOF &&
cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW) {
cl->downloadBlockSize[cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW] = 0;
cl->downloadCurrentBlock++;
cl->downloadEOF = qtrue; // We have added the EOF block
}
if (cl->downloadClientBlock == cl->downloadCurrentBlock)
return 0; // Nothing to transmit
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// Write out the next section of the file, if we have already reached our window,
// automatically start retransmitting
if (cl->downloadXmitBlock == cl->downloadCurrentBlock)
{
// We have transmitted the complete window, should we start resending?
if (svs.time - cl->downloadSendTime > 1000)
cl->downloadXmitBlock = cl->downloadClientBlock;
else
return 0;
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}
// Send current block
curindex = (cl->downloadXmitBlock % MAX_DOWNLOAD_WINDOW);
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MSG_WriteByte( msg, svc_download );
MSG_WriteShort( msg, cl->downloadXmitBlock );
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// block zero is special, contains file size
if ( cl->downloadXmitBlock == 0 )
MSG_WriteLong( msg, cl->downloadSize );
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MSG_WriteShort( msg, cl->downloadBlockSize[curindex] );
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// Write the block
if(cl->downloadBlockSize[curindex])
MSG_WriteData(msg, cl->downloadBlocks[curindex], cl->downloadBlockSize[curindex]);
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Com_DPrintf( "clientDownload: %d : writing block %d\n", (int) (cl - svs.clients), cl->downloadXmitBlock );
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// Move on to the next block
// It will get sent with next snap shot. The rate will keep us in line.
cl->downloadXmitBlock++;
cl->downloadSendTime = svs.time;
return 1;
}
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/*
==================
SV_SendQueuedMessages
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Send one round of fragments, or queued messages to all clients that have data pending.
Return the shortest time interval for sending next packet to client
==================
*/
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int SV_SendQueuedMessages(void)
{
int i, retval = -1, nextFragT;
client_t *cl;
for(i=0; i < sv_maxclients->integer; i++)
{
cl = &svs.clients[i];
if(cl->state)
{
nextFragT = SV_RateMsec(cl);
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if(!nextFragT)
nextFragT = SV_Netchan_TransmitNextFragment(cl);
if(nextFragT >= 0 && (retval == -1 || retval > nextFragT))
retval = nextFragT;
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}
}
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return retval;
}
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/*
==================
SV_SendDownloadMessages
Send one round of download messages to all clients
==================
*/
int SV_SendDownloadMessages(void)
{
int i, numDLs = 0, retval;
client_t *cl;
msg_t msg;
byte msgBuffer[MAX_MSGLEN];
for(i=0; i < sv_maxclients->integer; i++)
{
cl = &svs.clients[i];
if(cl->state && *cl->downloadName)
{
MSG_Init(&msg, msgBuffer, sizeof(msgBuffer));
MSG_WriteLong(&msg, cl->lastClientCommand);
retval = SV_WriteDownloadToClient(cl, &msg);
if(retval)
{
MSG_WriteByte(&msg, svc_EOF);
SV_Netchan_Transmit(cl, &msg);
numDLs += retval;
}
}
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}
return numDLs;
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}
/*
=================
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 ) {
int nChkSum1, nChkSum2, nClientPaks, nServerPaks, i, j, nCurArg;
int nClientChkSum[1024];
int nServerChkSum[1024];
const char *pPaks, *pArg;
qboolean bGood = qtrue;
// 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 ) {
nChkSum1 = nChkSum2 = 0;
// we run the game, so determine which cgame and ui the client "should" be running
bGood = (FS_FileIsInPAK("vm/cgame.qvm", &nChkSum1) == 1);
if (bGood)
bGood = (FS_FileIsInPAK("vm/ui.qvm", &nChkSum2) == 1);
nClientPaks = Cmd_Argc();
// start at arg 2 ( skip serverId cl_paks )
nCurArg = 1;
pArg = Cmd_Argv(nCurArg++);
if(!pArg) {
bGood = qfalse;
}
else
{
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
// we may get incoming cp sequences from a previous checksumFeed, which we need to ignore
// since serverId is a frame count, it always goes up
if (atoi(pArg) < sv.checksumFeedServerId)
{
Com_DPrintf("ignoring outdated cp command from client %s\n", cl->name);
return;
}
}
// we basically use this while loop to avoid using 'goto' :)
while (bGood) {
// must be at least 6: "cl_paks cgame ui @ firstref ... numChecksums"
// numChecksums is encoded
if (nClientPaks < 6) {
bGood = qfalse;
break;
}
// verify first to be the cgame checksum
pArg = Cmd_Argv(nCurArg++);
if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum1 ) {
bGood = qfalse;
break;
}
// verify the second to be the ui checksum
pArg = Cmd_Argv(nCurArg++);
if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum2 ) {
bGood = qfalse;
break;
}
// should be sitting at the delimeter now
pArg = Cmd_Argv(nCurArg++);
if (*pArg != '@') {
bGood = qfalse;
break;
}
// store checksums since tokenization is not re-entrant
for (i = 0; nCurArg < nClientPaks; i++) {
nClientChkSum[i] = atoi(Cmd_Argv(nCurArg++));
}
// store number to compare against (minus one cause the last is the number of checksums)
nClientPaks = i - 1;
// make sure none of the client check sums are the same
// so the client can't send 5 the same checksums
for (i = 0; i < nClientPaks; i++) {
for (j = 0; j < nClientPaks; j++) {
if (i == j)
continue;
if (nClientChkSum[i] == nClientChkSum[j]) {
bGood = qfalse;
break;
}
}
if (bGood == qfalse)
break;
}
if (bGood == qfalse)
break;
// get the pure checksums of the pk3 files loaded by the server
pPaks = FS_LoadedPakPureChecksums();
Cmd_TokenizeString( pPaks );
nServerPaks = Cmd_Argc();
if (nServerPaks > 1024)
nServerPaks = 1024;
for (i = 0; i < nServerPaks; i++) {
nServerChkSum[i] = atoi(Cmd_Argv(i));
}
// check if the client has provided any pure checksums of pk3 files not loaded by the server
for (i = 0; i < nClientPaks; i++) {
for (j = 0; j < nServerPaks; j++) {
if (nClientChkSum[i] == nServerChkSum[j]) {
break;
}
}
if (j >= nServerPaks) {
bGood = qfalse;
break;
}
}
if ( bGood == qfalse ) {
break;
}
// check if the number of checksums was correct
nChkSum1 = sv.checksumFeed;
for (i = 0; i < nClientPaks; i++) {
nChkSum1 ^= nClientChkSum[i];
}
nChkSum1 ^= nClientPaks;
if (nChkSum1 != nClientChkSum[nClientPaks]) {
bGood = qfalse;
break;
}
// break out
break;
}
cl->gotCP = qtrue;
if (bGood) {
cl->pureAuthentic = 1;
}
else {
cl->pureAuthentic = 0;
cl->lastSnapshotTime = 0;
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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;
char *ip;
int i;
int len;
// 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))
{
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i = atoi(val);
if(i < 1)
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i = 1;
else if(i > sv_fps->integer)
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i = sv_fps->integer;
i = 1000 / i;
}
else
i = 50;
if(i != cl->snapshotMsec)
{
// Reset last sent snapshot so we avoid desync between server frame time and snapshot send time
cl->lastSnapshotTime = 0;
cl->snapshotMsec = i;
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}
#ifdef USE_VOIP
#ifdef LEGACY_PROTOCOL
if(cl->compat)
cl->hasVoip = qfalse;
else
#endif
{
val = Info_ValueForKey(cl->userinfo, "cl_voip");
cl->hasVoip = atoi(val);
}
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#endif
// TTimo
// maintain the IP information
// the banning code relies on this being consistently present
if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
ip = "localhost";
else
ip = (char*)NET_AdrToString( cl->netchan.remoteAddress );
val = Info_ValueForKey( cl->userinfo, "ip" );
if( val[0] )
len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo );
else
len = strlen( ip ) + 4 + strlen( cl->userinfo );
if( len >= MAX_INFO_STRING )
SV_DropClient( cl, "userinfo string length exceeded" );
else
Info_SetValueForKey( cl->userinfo, "ip", ip );
}
/*
==================
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 );
}
#ifdef USE_VOIP
static
void SV_UpdateVoipIgnore(client_t *cl, const char *idstr, qboolean ignore)
{
if ((*idstr >= '0') && (*idstr <= '9')) {
const int id = atoi(idstr);
if ((id >= 0) && (id < MAX_CLIENTS)) {
cl->ignoreVoipFromClient[id] = ignore;
}
}
}
/*
==================
SV_Voip_f
==================
*/
static void SV_Voip_f( client_t *cl ) {
const char *cmd = Cmd_Argv(1);
if (strcmp(cmd, "ignore") == 0) {
SV_UpdateVoipIgnore(cl, Cmd_Argv(2), qtrue);
} else if (strcmp(cmd, "unignore") == 0) {
SV_UpdateVoipIgnore(cl, Cmd_Argv(2), qfalse);
} else if (strcmp(cmd, "muteall") == 0) {
cl->muteAllVoip = qtrue;
} else if (strcmp(cmd, "unmuteall") == 0) {
cl->muteAllVoip = qfalse;
}
}
#endif
typedef struct {
char *name;
void (*func)( client_t *cl );
} ucmd_t;
static ucmd_t ucmds[] = {
{"userinfo", SV_UpdateUserinfo_f},
{"disconnect", SV_Disconnect_f},
{"cp", SV_VerifyPaks_f},
{"vdr", SV_ResetPureClient_f},
{"download", SV_BeginDownload_f},
{"nextdl", SV_NextDownload_f},
{"stopdl", SV_StopDownload_f},
{"donedl", SV_DoneDownload_f},
#ifdef USE_VOIP
{"voip", SV_Voip_f},
#endif
{NULL, NULL}
};
/*
==================
SV_ExecuteClientCommand
Also called by bot code
==================
*/
void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK ) {
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 && (cl->state == CS_ACTIVE || cl->state == CS_PRIMED)) {
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Cmd_Args_Sanitize();
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 it's
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// 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 one second
cl->nextReliableTime = svs.time + 1000;
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 ^= MSG_HashKey(cl->reliableCommands[ cl->reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ], 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);
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 ]);
}
}
#ifdef USE_VOIP
/*
==================
SV_ShouldIgnoreVoipSender
Blocking of voip packets based on source client
==================
*/
static qboolean SV_ShouldIgnoreVoipSender(const client_t *cl)
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{
if (!sv_voip->integer)
return qtrue; // VoIP disabled on this server.
else if (!cl->hasVoip) // client doesn't have VoIP support?!
return qtrue;
// !!! FIXME: implement player blacklist.
return qfalse; // don't ignore.
}
static
void SV_UserVoip(client_t *cl, msg_t *msg)
{
int sender, generation, sequence, frames, packetsize;
uint8_t recips[(MAX_CLIENTS + 7) / 8];
int flags;
byte encoded[sizeof(cl->voipPacket[0]->data)];
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client_t *client = NULL;
voipServerPacket_t *packet = NULL;
int i;
sender = cl - svs.clients;
generation = MSG_ReadByte(msg);
sequence = MSG_ReadLong(msg);
frames = MSG_ReadByte(msg);
MSG_ReadData(msg, recips, sizeof(recips));
flags = MSG_ReadByte(msg);
packetsize = MSG_ReadShort(msg);
if (msg->readcount > msg->cursize)
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return; // short/invalid packet, bail.
if (packetsize > sizeof (encoded)) { // overlarge packet?
int bytesleft = packetsize;
while (bytesleft) {
int br = bytesleft;
if (br > sizeof (encoded))
br = sizeof (encoded);
MSG_ReadData(msg, encoded, br);
bytesleft -= br;
}
return; // overlarge packet, bail.
}
MSG_ReadData(msg, encoded, packetsize);
if (SV_ShouldIgnoreVoipSender(cl))
return; // Blacklisted, disabled, etc.
// !!! FIXME: see if we read past end of msg...
// !!! FIXME: reject if not speex narrowband codec.
// !!! FIXME: decide if this is bogus data?
// decide who needs this VoIP packet sent to them...
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if (client->state != CS_ACTIVE)
continue; // not in the game yet, don't send to this guy.
else if (i == sender)
continue; // don't send voice packet back to original author.
else if (!client->hasVoip)
continue; // no VoIP support, or unsupported protocol
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else if (client->muteAllVoip)
continue; // client is ignoring everyone.
else if (client->ignoreVoipFromClient[sender])
continue; // client is ignoring this talker.
else if (*cl->downloadName) // !!! FIXME: possible to DoS?
continue; // no VoIP allowed if downloading, to save bandwidth.
if(Com_IsVoipTarget(recips, sizeof(recips), i))
flags |= VOIP_DIRECT;
else
flags &= ~VOIP_DIRECT;
if (!(flags & (VOIP_SPATIAL | VOIP_DIRECT)))
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continue; // not addressed to this player.
// Transmit this packet to the client.
if (client->queuedVoipPackets >= ARRAY_LEN(client->voipPacket)) {
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Com_Printf("Too many VoIP packets queued for client #%d\n", i);
continue; // no room for another packet right now.
}
packet = Z_Malloc(sizeof(*packet));
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packet->sender = sender;
packet->frames = frames;
packet->len = packetsize;
packet->generation = generation;
packet->sequence = sequence;
packet->flags = flags;
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memcpy(packet->data, encoded, packetsize);
client->voipPacket[(client->queuedVoipIndex + client->queuedVoipPackets) % ARRAY_LEN(client->voipPacket)] = packet;
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client->queuedVoipPackets++;
}
}
#endif
/*
===========================================================================
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 && !*cl->downloadName && !strstr(cl->lastClientCommandString, "nextdl") ) {
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 );
ioquake3 resync to revision 2398 from 2369. This is the last ioquake3 revision before ioquake3 changed from subversion to git at the beginning of 2013. #5808 - Include and use .glsl in source (rend2) #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. Include Rend2 renderer in MacOSX bundle Include OpenGL1 and Rend2 renderers in MacOSX UB Include Rend2 renderer in NSIS installer. Include OpenGL1 and Rend2 renderers in Loki Setup Installer. Have NSIS uninstaller delete rend2. Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. Fix writting voip data in demos (broke in r2102). Fix server ignoring client move commands if voip data is included. Allow changing cl_voip without restarting. Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on. Only declare var_SampleToView in lightall shader when it is actually used. Fix a couple files not ending with a newline. Fix clients being able to reset their player state and respawn using donedl. Fix passing arg9 (qvm only), arg10, and arg11 to vmMain for native libs and non-i386 compiled or interpated qvms. (Currently they aren't use in vmMain in game, cgame, or ui.) Fix passing args[11] to args[15] from vm to engine on ppc64 and sparc64. Some of the args are used by game bot prediction syscalls. May have been causing bugs. Note: This was fixed for x86_64 in r2163. Fix reconnect command to work after leaving server. (#5794) Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449) Makefile fixes for OpenBSD by Jonathan Gray. (#5728) Save all arguments from connect for reconnect command. Remove unnecessary localhost check from reconnect command. Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1. Changed the MacOS-X build system to make UB's containing i386 and x86_64 arches and made make-macosx.sh not build UB's but only standard binaries Fix spectator client being switched from follow to free after map_restart if following a client with a higher client number. Fix client unlinking issue caused by ent->s.number being set to followed client's ps->clientNum after map_restart. Reported by Ensiform. Changes from Ensiform: - In G_AddBot, try to allocate clientNum before doing anything else. - In G_AddBot, don't set SVF_BOT and inuse. It's done in ClientConnect, plus inuse causes ClientDisconnect to be run for no reason. - In G_AddBot, only set skill in bot useinfo once. - Avoid using cl->ps.clientNum to check if cl is a bot. Fix bot skill format so it doesn't always have a space at the beginning of it. More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice. Have make-macosx.sh require the user to specify which architecture she/he wants to build for and suggest building UB's if the user is unaware of what architectures are Lets list all the valid options.
2017-07-09 21:21:12 +00:00
// read optional voip data
if ( c == clc_voip ) {
#ifdef USE_VOIP
SV_UserVoip( cl, msg );
c = MSG_ReadByte( msg );
#endif
}
2011-02-18 14:31:32 +00:00
// 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", (int) (cl - svs.clients) );
}
// if ( msg->readcount != msg->cursize ) {
// Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients );
// }
}