//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" // sv_client.c -- server code for dealing with clients #include "server.h" #include "../qcommon/stringed_ingame.h" #include "../RMG/RM_Headers.h" #include "../zlib32/zip.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. ================= */ void SV_GetChallenge( netadr_t from ) { int i; int oldest; int oldestTime; challenge_t *challenge; // ignore if we are in single player /* if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) { return; } */ if (Cvar_VariableValue("ui_singlePlayerActive")) { return; } oldest = 0; oldestTime = 0x7fffffff; // see if we already have a challenge for this ip challenge = &svs.challenges[0]; for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) { break; } if ( challenge->time < oldestTime ) { oldestTime = challenge->time; oldest = i; } } if (i == MAX_CHALLENGES) { // this is the first time this client has asked for a challenge challenge = &svs.challenges[oldest]; challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time; challenge->adr = from; challenge->firstTime = svs.time; challenge->time = svs.time; challenge->connected = qfalse; i = oldest; } // if they are on a lan address, send the challengeResponse immediately if ( Sys_IsLANAddress( from ) ) { challenge->pingTime = svs.time; NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge ); return; } #ifdef USE_CD_KEY // look up the authorize server's IP if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) { Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME ); if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) { Com_Printf( "Couldn't resolve address\n" ); return; } 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 ) ); } // if they have been challenging for a long time and we // haven't heard anything from the authoirze server, go ahead and // let them in, assuming the id server is down if ( svs.time - challenge->firstTime > AUTHORIZE_TIMEOUT ) { Com_DPrintf( "authorize server timed out\n" ); challenge->pingTime = svs.time; NET_OutOfBandPrint( NS_SERVER, challenge->adr, "challengeResponse %i", challenge->challenge ); return; } // otherwise send their ip to the authorize server if ( svs.authorizeAddress.type != NA_BAD ) { cvar_t *fs; char game[1024]; game[0] = 0; fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO ); if (fs && fs->string[0] != 0) { strcpy(game, fs->string); } Com_DPrintf( "sending getIpAuthorize for %s\n", NET_AdrToString( from )); fs = Cvar_Get ("sv_allowAnonymous", "0", CVAR_SERVERINFO); NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress, "getIpAuthorize %i %i.%i.%i.%i %s %s", svs.challenges[i].challenge, from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, fs->integer ); } #else challenge->pingTime = svs.time; NET_OutOfBandPrint( NS_SERVER, challenge->adr, "challengeResponse %i", challenge->challenge ); #endif // USE_CD_KEY } /* ==================== 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 ==================== */ #ifndef _XBOX // No authorization on Xbox void SV_AuthorizeIpPacket( netadr_t from ) { int challenge; int i; char *s; char *r; char ret[1024]; 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; } // send a packet back to the original client svs.challenges[i].pingTime = svs.time; s = Cmd_Argv( 2 ); r = Cmd_Argv( 3 ); // reason if ( !Q_stricmp( s, "demo" ) ) { if ( Cvar_VariableValue( "fs_restrict" ) ) { // a demo client connecting to a demo server NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "challengeResponse %i", svs.challenges[i].challenge ); return; } // they are a demo client trying to connect to a real server NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nServer is not a demo server\n" ); // clear the challenge record so it won't timeout and let them through Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); return; } if ( !Q_stricmp( s, "accept" ) ) { NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "challengeResponse %i", svs.challenges[i].challenge ); return; } if ( !Q_stricmp( s, "unknown" ) ) { if (!r) { NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nAwaiting CD key authorization\n" ); } else { sprintf(ret, "print\n%s\n", r); NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, ret ); } // clear the challenge record so it won't timeout and let them through Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); return; } // authorization failed if (!r) { NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nSomeone is using this CD Key\n" ); } else { sprintf(ret, "print\n%s\n", r); NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, ret ); } // clear the challenge record so it won't timeout and let them through Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); } #endif /* ================== 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; MAC_STATIC client_t temp; sharedEntity_t *ent; int clientNum; int version; int qport; int challenge; char *password; int startIndex; char *denied; int count; bool reconnect = false; Com_DPrintf ("SVC_DirectConnect ()\n"); Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) ); version = atoi( Info_ValueForKey( userinfo, "protocol" ) ); if ( version != PROTOCOL_VERSION ) { NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION ); Com_DPrintf (" rejected connect from version %i\n", version); return; } challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) ); qport = atoi( Info_ValueForKey( userinfo, "qport" ) ); // quick reject for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { /* This was preventing sv_reconnectlimit from working. It seems like commenting this out has solved the problem. HOwever, if there is a future problem then it could be this. 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)) { NET_OutOfBandPrint( NS_SERVER, from, "print\nReconnect rejected : too soon\n" ); Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from)); return; } break; } } // see if the challenge is valid (LAN clients don't need to challenge) if ( !NET_IsLocalAddress (from) ) { int ping; for (i=0 ; ivalue && ping < sv_minPing->value ) { // don't let them keep trying until they get a big delay NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_HIGH_PING")));//Server is for high pings only\n" ); Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_LOW_PING"), i);//"Client %i rejected on a too low ping\n", i); // reset the address otherwise their ping will keep increasing // with each connect message and they'd eventually be able to connect svs.challenges[i].adr.port = 0; return; } if ( sv_maxPing->value && ping > sv_maxPing->value ) { NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_LOW_PING")));//Server is for low pings only\n" ); Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_HIGH_PING"), i);//"Client %i rejected on a too high ping\n", i); return; } } } else { // force the "ip" info key to "localhost" Info_SetValueForKey( userinfo, "ip", "localhost" ); } newcl = &temp; Com_Memset (newcl, 0, sizeof(client_t)); // if there is already a slot for this ip, reuse it for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { if ( cl->state == CS_FREE ) { continue; } if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) && ( cl->netchan.qport == qport || from.port == cl->netchan.remoteAddress.port ) ) { Com_Printf ("%s:reconnect\n", NET_AdrToString (from)); newcl = cl; reconnect = true; // VVFIXME - both SOF2 and Wolf remove this call, claiming it blows away the user's info // 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" ); #ifdef _XBOX // We don't do private slots quite the same startIndex = 0; #else if ( !strcmp( password, sv_privatePassword->string ) ) { startIndex = 0; } else { // skip past the reserved slots startIndex = sv_privateClients->integer; } #endif 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\n" ); return; } } else { const char *SV_GetStringEdString(char *refSection, char *refName); NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SV_GetStringEdString("MP_SVGAME","SERVER_IS_FULL"))); Com_DPrintf ("Rejected a connection.\n"); return; } } // we got a newcl, so reset the reliableSequence and reliableAcknowledge cl->reliableAcknowledge = 0; cl->reliableSequence = 0; gotnewcl: #ifdef _XBOX // OK. We used to manually search for a spot in the xbOnlineInfo player list now. // But we MUST keep svs.clients in sync with the player list, so that clients // can keep their cgs.clientinfo in sync as well. So... int index = newcl - svs.clients; // Sanity check assert( index >= 0 && index < MAX_ONLINE_PLAYERS ); // Avoid a nasty bug situation: if the client is not logged on, they didn't send // an XUID. Don't let live clients on syslink servers or vice-versa. Localhost // doesn't need this check. const char *sxuid = Info_ValueForKey( userinfo, "xuid" ); if ( !NET_IsLocalAddress(from) && ((logged_on && !*sxuid) || (!logged_on && *sxuid)) ) { // We may not be able to reply to them - we might not have their address registered NET_OutOfBandPrint( NS_SERVER, from, "print\nLive/SystemLink mismatch\n" ); return; } if ( reconnect ) { // This is a reconnect message. They're going into the same slot as before. // We don't need to grab much off the net here. Everything should still be valid. // In particular, keep the old refIndex. If they sent an XUID, we'll update that, // but if not we want to continue using their fake one from earlier. if (logged_on) { StringToXUID(&xbOnlineInfo.xbPlayerList[index].xuid, sxuid); } // Ensure the client is active xbOnlineInfo.xbPlayerList[index].isActive = true; } else { // OK. New client. First, sanity check that player and client lists are in sync: assert( !xbOnlineInfo.xbPlayerList[index].isActive ); // Again, we don't have a full PlayerInfo like SOF2, but this is fine XBPlayerInfo *pPlayer = &xbOnlineInfo.xbPlayerList[index]; // Zero it out to start with memset(pPlayer, 0, sizeof(XBPlayerInfo)); // Copy XNADDR StringToXnAddr(&pPlayer->xbAddr, Info_ValueForKey( userinfo, "xnaddr" )); // Copy XUID if(logged_on) { StringToXUID(&pPlayer->xuid, sxuid); } else { // Users have no XUID if not logged on. We make one up. pPlayer->xuid.qwUserID = svs.clientRefNum; } pPlayer->refIndex = svs.clientRefNum++; pPlayer->isActive = true; } // One more thing we need - the client will send an xbps "1" if they can // use a private slot (XBox Private Slot). Just check for its existence... bool usePrivateSlot = (strcmp( Info_ValueForKey( userinfo, "xbps" ), "1" ) == 0); // Set our refIndex for later. We also remember if they were a private slot // candidate when they joined, so we can free up the right type of slot when // they leave later. temp.refIndex = xbOnlineInfo.xbPlayerList[index].refIndex; temp.usePrivateSlot = usePrivateSlot; // Remove any mute flags as they are local to the client. xbOnlineInfo.xbPlayerList[index].flags &= ~MUTED_PLAYER; xbOnlineInfo.xbPlayerList[index].flags &= ~REMOTE_MUTED; // Disable new player's voice until they send their VOICESTATE xbOnlineInfo.xbPlayerList[index].flags &= ~VOICE_CAN_RECV; xbOnlineInfo.xbPlayerList[index].flags &= ~VOICE_CAN_SEND; // Now send the new client's info to all other relevant clients for (int j = 0; j < sv_maxclients->integer; j++) { if ( svs.clients[j].state < CS_PRIMED ) { continue; } if (svs.clients[j].netchan.remoteAddress.type == NA_BOT) { continue; } SV_SendClientNewPeer( &svs.clients[j], &xbOnlineInfo.xbPlayerList[index] ); } #endif // build a new connection // accept the new client // this is the only place a client_t is ever initialized *newcl = temp; clientNum = newcl - svs.clients; ent = SV_GentityNum( clientNum ); newcl->gentity = ent; // save the challenge newcl->challenge = challenge; // save the address Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport); // 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 = (char *)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 denied = (char *)VM_ExplicitArgPtr( gvm, (int)denied ); NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", denied ); Com_DPrintf ("Game rejected a connection: %s.\n", denied); return; } SV_UserinfoChanged( newcl ); // update the advertised session // #ifdef _XBOX if (!reconnect) XBL_MM_AddPlayer( usePrivateSlot ); #endif // send the connect packet to the client NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" ); Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name ); newcl->state = CS_CONNECTED; newcl->nextSnapshotTime = svs.time; newcl->lastPacketTime = svs.time; newcl->lastConnectTime = svs.time; // when we receive the first packet from the client, we will // notice that it is from a different serverid and that the // gamestate message was not just sent, forcing a retransmit newcl->gamestateMessageNum = -1; newcl->lastUserInfoChange = 0; //reset the delay newcl->lastUserInfoCount = 0; //reset the count // if this was the first client on the server, or the last client // the server can hold, send a heartbeat to the master. count = 0; for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { if ( svs.clients[i].state >= CS_CONNECTED ) { count++; } } if ( count == 1 || count == sv_maxclients->integer ) { SV_Heartbeat_f(); } } /* ===================== SV_DropClient Called when the player is totally leaving the server, either willingly or unwillingly. This is NOT called if the entire server is quiting or crashing -- SV_FinalMessage() will handle that ===================== */ void SV_DropClient( client_t *drop, const char *reason ) { int i; challenge_t *challenge; if ( drop->state == CS_ZOMBIE ) { return; // already dropped } if ( !drop->gentity || !(drop->gentity->r.svFlags & SVF_BOT) ) { // see if we already have a challenge for this ip challenge = &svs.challenges[0]; for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { if ( NET_CompareAdr( drop->netchan.remoteAddress, challenge->adr ) ) { challenge->connected = qfalse; break; } } } #ifdef _XBOX // Tells all clients to remove the dropped player from their list, if not a bot if ( drop->netchan.remoteAddress.type != NA_BOT ) { int index = drop - svs.clients; for (int j = 0; j < sv_maxclients->integer ; j++) { if ( svs.clients[j].state < CS_PRIMED ) { continue; } if ( svs.clients[j].netchan.remoteAddress.type == NA_BOT ) { continue; } SV_SendClientRemovePeer(&svs.clients[j], index); } // update the advertised session XBL_MM_RemovePlayer( drop->usePrivateSlot ); } #endif // Kill any download #ifndef _XBOX // No downloads on Xbox SV_CloseDownload( drop ); #endif // tell everyone why they got dropped SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason ); Com_DPrintf( "Going to CS_ZOMBIE for %s\n", drop->name ); drop->state = CS_ZOMBIE; // become free in a few seconds #ifndef _XBOX // No downloads on Xbox if (drop->download) { FS_FCloseFile( drop->download ); drop->download = 0; } #endif // 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, va("disconnect \"%s\"", reason ) ); if ( drop->netchan.remoteAddress.type == NA_BOT ) { SV_BotFreeClient( drop - svs.clients ); } // nuke user info SV_SetUserinfo( drop - svs.clients, "" ); // if this was the last client on the server, send a heartbeat // to the master so it is known the server is empty // send a heartbeat now so the master will get up to date info // if there is already a slot for this ip, reuse it #ifndef _XBOX // No master on Xbox for (i=0 ; i < sv_maxclients->integer ; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { break; } } if ( i == sv_maxclients->integer ) { SV_Heartbeat_f(); } #endif } void SV_WriteRMGAutomapSymbols ( msg_t* msg ) { int count = TheRandomMissionManager->GetAutomapSymbolCount ( ); int i; MSG_WriteShort ( msg, count ); for ( i = 0; i < count; i ++ ) { rmAutomapSymbol_t* symbol = TheRandomMissionManager->GetAutomapSymbol ( i ); MSG_WriteByte ( msg, symbol->mType ); MSG_WriteByte ( msg, symbol->mSide ); MSG_WriteLong ( msg, (long)symbol->mOrigin[0] ); MSG_WriteLong ( msg, (long)symbol->mOrigin[1] ); } } /* ================ SV_SendClientGameState Sends the first message from the server to a connected client. This will be sent on the initial connection and upon each new map load. It will be resent if the client acknowledges a later message but has the wrong gamestate. ================ */ void SV_SendClientGameState( client_t *client ) { int start; entityState_t *base, nullstate; msg_t msg; byte msgBuffer[MAX_MSGLEN]; // MW - my attempt to fix illegible server message errors caused by // packet fragmentation of initial snapshot. while(client->state&&client->netchan.unsentFragments) { // send additional message fragments if the last message // was too large to send at once Com_Printf ("[ISM]SV_SendClientGameState() [2] for %s, writing out old fragments\n", client->name); SV_Netchan_TransmitNextFragment(&client->netchan); } 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; // 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); //rwwRMG - send info for the terrain if ( TheRandomMissionManager ) { z_stream zdata; // Send the height map memset(&zdata, 0, sizeof(z_stream)); deflateInit ( &zdata, Z_MAX_COMPRESSION ); unsigned char heightmap[15000]; zdata.next_out = (unsigned char*)heightmap; zdata.avail_out = 15000; zdata.next_in = TheRandomMissionManager->GetLandScape()->GetHeightMap(); zdata.avail_in = TheRandomMissionManager->GetLandScape()->GetRealArea(); deflate(&zdata, Z_SYNC_FLUSH); MSG_WriteShort ( &msg, (unsigned short)zdata.total_out ); MSG_WriteBits ( &msg, 1, 1 ); MSG_WriteData ( &msg, heightmap, zdata.total_out); deflateEnd(&zdata); // Send the flatten map memset(&zdata, 0, sizeof(z_stream)); deflateInit ( &zdata, Z_MAX_COMPRESSION ); zdata.next_out = (unsigned char*)heightmap; zdata.avail_out = 15000; zdata.next_in = TheRandomMissionManager->GetLandScape()->GetFlattenMap(); zdata.avail_in = TheRandomMissionManager->GetLandScape()->GetRealArea(); deflate(&zdata, Z_SYNC_FLUSH); MSG_WriteShort ( &msg, (unsigned short)zdata.total_out ); MSG_WriteBits ( &msg, 1, 1 ); MSG_WriteData ( &msg, heightmap, zdata.total_out); deflateEnd(&zdata); // Seed is needed for misc ents and noise MSG_WriteLong ( &msg, TheRandomMissionManager->GetLandScape()->get_rand_seed ( ) ); SV_WriteRMGAutomapSymbols ( &msg ); } else { MSG_WriteShort ( &msg, 0 ); } // deliver this to the client SV_SendMessageToClient( &msg, client ); } void SV_SendClientMapChange( client_t *client ) { msg_t msg; byte msgBuffer[MAX_MSGLEN]; 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_mapchange ); // deliver this to the client SV_SendMessageToClient( &msg, client ); } #ifdef _XBOX // Utilities to notify clients of various XBL state changes /* SV_SendClientNewPeer - tell a client to add a player to his xbOnlineInfo.xbPlayerList */ void SV_SendClientNewPeer(client_t *client, XBPlayerInfo* info) { msg_t msg; byte msgBuffer[MAX_MSGLEN]; 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 command MSG_WriteByte( &msg, svc_newpeer ); // We now write the specific player number as well, so the clients know where // to put this info. (That keeps cgs.clientinfo in sync with xbPlayerList) MSG_WriteLong( &msg, info - xbOnlineInfo.xbPlayerList ); MSG_WriteData(&msg, info, sizeof(XBPlayerInfo)); // deliver this to the client SV_SendMessageToClient( &msg, client ); } /* SV_SendClientRemovePeer - tell a client to remove a player from his xbOnlineInfo.xbPlayerList */ void SV_SendClientRemovePeer(client_t *client, int index) { msg_t msg; byte msgBuffer[MAX_MSGLEN]; 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 command MSG_WriteByte( &msg, svc_removepeer ); // All clients have IDENTICAL ordering within xbPlayerList, so just // send the index (rather than the XUID, like we did before). MSG_WriteLong( &msg, index ); // deliver this to the client SV_SendMessageToClient( &msg, client ); } /* SV_SendClientXbInfo - Sends the server's xbOnlineInfo to a given client */ void SV_SendClientXbInfo(client_t *client) { msg_t msg; byte msgBuffer[MAX_MSGLEN]; 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 command MSG_WriteByte( &msg, svc_xbInfo ); MSG_WriteData(&msg, &(xbOnlineInfo), sizeof(XBOnlineInfo)); // deliver this to the client SV_SendMessageToClient( &msg, client ); } #endif // _XBOX /* ================== 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; #ifdef _XBOX //update XbOnlineInfo with client SV_SendClientXbInfo(client); #endif // set up the entity for the client clientNum = client - svs.clients; ent = SV_GentityNum( clientNum ); ent->s.number = clientNum; client->gentity = ent; client->lastUserInfoChange = 0; //reset the delay client->lastUserInfoCount = 0; //reset the count client->deltaMessage = -1; client->nextSnapshotTime = svs.time; // generate a snapshot immediately client->lastUsercmd = *cmd; // call the game begin function VM_Call( gvm, GAME_CLIENT_BEGIN, client - svs.clients ); } /* ============================================================ CLIENT COMMAND EXECUTION ============================================================ */ /* ================== SV_CloseDownload clear/free any download vars ================== */ #ifndef _XBOX // No downloads on Xbox 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] ); cl->downloadBlocks[i] = NULL; } } } /* ================== SV_StopDownload_f Abort a download if in progress ================== */ void SV_StopDownload_f( client_t *cl ) { if (*cl->downloadName) Com_DPrintf( "clientDownload: %d : file \"%s\" aborted\n", cl - svs.clients, cl->downloadName ); SV_CloseDownload( cl ); } /* ================== SV_DoneDownload_f Downloads are finished ================== */ void SV_DoneDownload_f( client_t *cl ) { Com_DPrintf( "clientDownload: %s Done\n", cl->name); // resend the game state to update any clients that entered during the download SV_SendClientGameState(cl); } /* ================== SV_NextDownload_f The argument will be the last acknowledged block from the client, it should be the same as cl->downloadClientBlock ================== */ 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", 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", 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 ================== */ 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 ================== */ void SV_WriteDownloadToClient( client_t *cl , msg_t *msg ) { int curindex; int rate; int blockspersnap; int idPack, missionPack; char errorMessage[1024]; if (!*cl->downloadName) return; // Nothing being downloaded if (!cl->download) { // We open the file here Com_Printf( "clientDownload: %d : begining \"%s\"\n", cl - svs.clients, cl->downloadName ); missionPack = FS_idPak(cl->downloadName, "missionpack"); idPack = missionPack || FS_idPak(cl->downloadName, "base"); if ( !sv_allowDownload->integer || idPack || ( cl->downloadSize = FS_SV_FOpenFileRead( cl->downloadName, &cl->download ) ) <= 0 ) { // cannot auto-download file if (idPack) { Com_Printf("clientDownload: %d : \"%s\" cannot download id pk3 files\n", cl - svs.clients, cl->downloadName); if (missionPack) { 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 { Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload id pk3 file \"%s\"", cl->downloadName); } } else if ( !sv_allowDownload->integer ) { Com_Printf("clientDownload: %d : \"%s\" download disabled", cl - svs.clients, cl->downloadName); 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" "Set autodownload to No in your settings and you might be " "able to connect if you do have the file.\n", cl->downloadName); } } else { Com_Printf("clientDownload: %d : \"%s\" file not found on server\n", 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; return; } // 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] = (unsigned char *)Z_Malloc( MAX_DOWNLOAD_BLKSIZE, TAG_DOWNLOAD, qtrue ); 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 } // Loop up to window size times based on how many blocks we can fit in the // client snapMsec and rate // based on the rate, how many bytes can we fit in the snapMsec time of the client // normal rate / snapshotMsec calculation rate = cl->rate; if ( sv_maxRate->integer ) { if ( sv_maxRate->integer < 1000 ) { Cvar_Set( "sv_MaxRate", "1000" ); } if ( sv_maxRate->integer < rate ) { rate = sv_maxRate->integer; } } if (!rate) { blockspersnap = 1; } else { blockspersnap = ( (rate * cl->snapshotMsec) / 1000 + MAX_DOWNLOAD_BLKSIZE ) / MAX_DOWNLOAD_BLKSIZE; } if (blockspersnap < 0) blockspersnap = 1; while (blockspersnap--) { // Write out the next section of the file, if we have already reached our window, // automatically start retransmitting if (cl->downloadClientBlock == cl->downloadCurrentBlock) return; // Nothing to transmit if (cl->downloadXmitBlock == cl->downloadCurrentBlock) { // We have transmitted the complete window, should we start resending? //FIXME: This uses a hardcoded one second timeout for lost blocks //the timeout should be based on client rate somehow if (svs.time - cl->downloadSendTime > 1000) cl->downloadXmitBlock = cl->downloadClientBlock; else return; } // Send current block curindex = (cl->downloadXmitBlock % MAX_DOWNLOAD_WINDOW); MSG_WriteByte( msg, svc_download ); MSG_WriteShort( msg, cl->downloadXmitBlock ); // block zero is special, contains file size if ( cl->downloadXmitBlock == 0 ) MSG_WriteLong( msg, cl->downloadSize ); MSG_WriteShort( msg, cl->downloadBlockSize[curindex] ); // Write the block if ( cl->downloadBlockSize[curindex] ) { MSG_WriteData( msg, cl->downloadBlocks[curindex], cl->downloadBlockSize[curindex] ); } Com_DPrintf( "clientDownload: %d : writing block %d\n", cl - svs.clients, cl->downloadXmitBlock ); // 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; } } #endif // Xbox - No downloads on Xbox /* ================= SV_Disconnect_f The client is going to disconnect, so remove the connection immediately FIXME: move to game? ================= */ const char *SV_GetStringEdString(char *refSection, char *refName); static void SV_Disconnect_f( client_t *cl ) { // SV_DropClient( cl, "disconnected" ); SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","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 ) { #ifndef _XBOX 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 ) { bGood = qtrue; nChkSum1 = nChkSum2 = 0; // we run the game, so determine which cgame and ui the client "should" be running //dlls are valid too now -rww if (Cvar_VariableValue( "vm_cgame" )) { bGood = (qboolean)(FS_FileIsInPAK("vm/cgame.qvm", &nChkSum1) == 1); } else { bGood = (qboolean)(FS_FileIsInPAK("cgamex86.dll", &nChkSum1) == 1); } if (bGood) { if (Cvar_VariableValue( "vm_ui" )) { bGood = (qboolean)(FS_FileIsInPAK("vm/ui.qvm", &nChkSum2) == 1); } else { bGood = (qboolean)(FS_FileIsInPAK("uix86.dll", &nChkSum2) == 1); } } nClientPaks = Cmd_Argc(); // start at arg 1 ( skip cl_paks ) nCurArg = 1; // 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; } if (bGood) { cl->pureAuthentic = 1; } else { cl->pureAuthentic = 0; cl->nextSnapshotTime = -1; cl->state = CS_ACTIVE; SV_SendClientSnapshot( cl ); SV_DropClient( cl, "Unpure client detected. Invalid .PK3 files referenced!" ); } } #endif } /* ================= SV_ResetPureClient_f ================= */ static void SV_ResetPureClient_f( client_t *cl ) { cl->pureAuthentic = 0; } /* ================= SV_UserinfoChanged Pull specific info from a newly changed userinfo string into a more C friendly form. ================= */ void SV_UserinfoChanged( client_t *cl ) { char *val; int i; // name for C code Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) ); // rate command // if the client is on the same subnet as the server and we aren't running an // internet public server, assume they don't need a rate choke if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 ) { cl->rate = 99999; // lans should not rate limit } else { val = Info_ValueForKey (cl->userinfo, "rate"); if (strlen(val)) { i = atoi(val); cl->rate = i; if (cl->rate < 1000) { cl->rate = 1000; } else if (cl->rate > 90000) { cl->rate = 90000; } } else { cl->rate = 3000; } } val = Info_ValueForKey (cl->userinfo, "handicap"); if (strlen(val)) { i = atoi(val); if (i<=0 || i>100 || strlen(val) > 4) { Info_SetValueForKey( cl->userinfo, "handicap", "100" ); } } // snaps command val = Info_ValueForKey (cl->userinfo, "snaps"); if (strlen(val)) { i = atoi(val); if ( i < 1 ) { i = 1; } else if ( i > 30 ) { i = 30; } cl->snapshotMsec = 1000/i; } else { cl->snapshotMsec = 50; } } #define INFO_CHANGE_MIN_INTERVAL 6000 //6 seconds is reasonable I suppose #define INFO_CHANGE_MAX_COUNT 3 //only allow 3 changes within the 6 seconds /* ================== SV_UpdateUserinfo_f ================== */ static void SV_UpdateUserinfo_f( client_t *cl ) { Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) ); #ifdef FINAL_BUILD if (cl->lastUserInfoChange > svs.time) { cl->lastUserInfoCount++; if (cl->lastUserInfoCount >= INFO_CHANGE_MAX_COUNT) { // SV_SendServerCommand(cl, "print \"Warning: Too many info changes, last info ignored\n\"\n"); SV_SendServerCommand(cl, "print \"@@@TOO_MANY_INFO\n\"\n"); return; } } else #endif { cl->lastUserInfoCount = 0; cl->lastUserInfoChange = svs.time + INFO_CHANGE_MIN_INTERVAL; } SV_UserinfoChanged( cl ); // call prog code to allow overrides VM_Call( gvm, GAME_CLIENT_USERINFO_CHANGED, cl - svs.clients ); } typedef struct { char *name; void (*func)( client_t *cl ); } ucmd_t; static ucmd_t ucmds[] = { {"userinfo", SV_UpdateUserinfo_f}, {"disconnect", SV_Disconnect_f}, {"cp", SV_VerifyPaks_f}, {"vdr", SV_ResetPureClient_f}, #ifndef _XBOX // No downloads on Xbox {"download", SV_BeginDownload_f}, {"nextdl", SV_NextDownload_f}, {"stopdl", SV_StopDownload_f}, {"donedl", SV_DoneDownload_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; 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 ); break; } } if (clientOK) { // pass unknown strings to the game if (!u->name && sv.state == SS_GAME) { VM_Call( gvm, GAME_CLIENT_COMMAND, cl - svs.clients ); } } } /* =============== SV_ClientCommand =============== */ static qboolean SV_ClientCommand( client_t *cl, msg_t *msg ) { int seq; const char *s; qboolean clientOk = qtrue; seq = MSG_ReadLong( msg ); s = MSG_ReadString( msg ); // see if we have already executed it if ( cl->lastClientCommand >= seq ) { return qtrue; } Com_DPrintf( "clientCommand: %s : %i : %s\n", cl->name, seq, s ); // drop the connection if we have somehow lost commands if ( seq > cl->lastClientCommand + 1 ) { Com_Printf( "Client %s lost %i clientCommands\n", cl->name, seq - cl->lastClientCommand + 1 ); SV_DropClient( cl, "Lost reliable commands" ); return qfalse; } // malicious users may try using too many string commands // to lag other players. If we decide that we want to stall // the command, we will stop processing the rest of the packet, // including the usercmd. This causes flooders to lag themselves // but not other people // We don't do this when the client hasn't been active yet since its // normal to spam a lot of commands when downloading if ( !com_cl_running->integer && cl->state >= CS_ACTIVE && sv_floodProtect->integer && svs.time < cl->nextReliableTime ) { // ignore any other text messages from this client but let them keep playing clientOk = qfalse; Com_DPrintf( "client text ignored for %s\n", cl->name ); //return qfalse; // stop processing } // 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 ^= Com_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; // 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 } // #ifndef _XBOX // No pure on Xbox if (sv_pure->integer != 0 && cl->pureAuthentic == 0) { SV_DropClient( cl, "Cannot validate pure client!"); return; } #endif if ( cl->state != CS_ACTIVE ) { cl->deltaMessage = -1; return; } // usually, the first couple commands will be duplicates // of ones we have previously received, but the servertimes // in the commands will cause them to be immediately discarded for ( i = 0 ; i < cmdCount ; i++ ) { // if this is a cmd from before a map_restart ignore it if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) { continue; } // extremely lagged or cmd from before a map_restart //if ( cmds[i].serverTime > svs.time + 3000 ) { // continue; //} // don't execute if this is an old cmd which is already executed // these old cmds are included when cl_packetdup > 0 if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) { continue; } SV_ClientThink (cl, &cmds[ i ]); } } /* =========================================================================== USER CMD EXECUTION =========================================================================== */ /* =================== SV_ExecuteClientMessage Parse a client packet =================== */ void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) { int c; int serverId; MSG_Bitstream(msg); serverId = MSG_ReadLong( msg ); cl->messageAcknowledge = MSG_ReadLong( msg ); if (cl->messageAcknowledge < 0) { // usually only hackers create messages like this // it is more annoying for them to let them hanging //SV_DropClient( cl, "illegible client message" ); 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 //SV_DropClient( cl, "illegible client message" ); 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 #ifdef _XBOX // No downloads on Xbox if ( serverId != sv.serverId ) { #else if ( serverId != sv.serverId && !*cl->downloadName ) { #endif if ( serverId == sv.restartedServerId ) { // they just haven't caught the map_restart yet 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; } // read optional clientCommand strings do { c = MSG_ReadByte( msg ); if ( c == clc_EOF ) { break; } if ( c != clc_clientCommand ) { break; } if ( !SV_ClientCommand( cl, msg ) ) { return; // we couldn't execute it because of the flood protection } if (cl->state == CS_ZOMBIE) { return; // disconnect command } } while ( 1 ); // read the usercmd_t if ( c == clc_move ) { SV_UserMove( cl, msg, qtrue ); } else if ( c == clc_moveNoDelta ) { SV_UserMove( cl, msg, qfalse ); } else if ( c != clc_EOF ) { Com_Printf( "WARNING: bad command byte for client %i\n", cl - svs.clients ); } // if ( msg->readcount != msg->cursize ) { // Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients ); // } }