// sv_client.c -- server code for dealing with clients // leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "server.h" /* ================== 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; gentity_t *ent; int clientNum; int version; int qport; int challenge; char *denied; 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; } qport = atoi( Info_ValueForKey( userinfo, "qport" ) ); challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) ); // see if the challenge is valid (local clients don't need to challenge) if ( !NET_IsLocalAddress (from) ) { NET_OutOfBandPrint( NS_SERVER, from, "print\nNo challenge for address.\n" ); return; } else { // force the "ip" info key to "localhost" Info_SetValueForKey( userinfo, "ip", "localhost" ); } newcl = &temp; memset (newcl, 0, sizeof(client_t)); // if there is already a slot for this ip, reuse it for (i=0,cl=svs.clients ; i < 1 ; 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 (( sv.time - cl->lastConnectTime) < (sv_reconnectlimit->integer * 1000)) { Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from)); return; } Com_Printf ("%s:reconnect\n", NET_AdrToString (from)); newcl = cl; goto gotnewcl; } } newcl = NULL; for ( i = 0; i < 1 ; i++ ) { cl = &svs.clients[i]; if (cl->state == CS_FREE) { newcl = cl; break; } } if ( !newcl ) { NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" ); Com_DPrintf ("Rejected a connection.\n"); return; } 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 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 = ge->ClientConnect( clientNum, qtrue, eSavedGameJustLoaded ); // firstTime = qtrue if ( denied ) { NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", denied ); Com_DPrintf ("Game rejected a connection: %s.\n", denied); return; } SV_UserinfoChanged( newcl ); // send the connect packet to the client NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" ); newcl->state = CS_CONNECTED; newcl->nextSnapshotTime = sv.time; newcl->lastPacketTime = sv.time; newcl->lastConnectTime = sv.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; } /* ===================== 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 ) { if ( drop->state == CS_ZOMBIE ) { return; // already dropped } drop->state = CS_ZOMBIE; // become free in a few seconds if (drop->download) { FS_FreeFile (drop->download); drop->download = NULL; } // call the prog function for removing a client // this will remove the body, among other things ge->ClientDisconnect( drop - svs.clients ); // tell everyone why they got dropped SV_SendServerCommand( NULL, "print \"%s %s\n\"", drop->name, reason ); // add the disconnect command SV_SendServerCommand( drop, "disconnect" ); } /* ================ 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; msg_t msg; byte msgBuffer[MAX_MSGLEN]; Com_DPrintf ("SV_SendGameState() for %s\n", client->name); client->state = CS_PRIMED; // 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; // clear the reliable message list for this client client->reliableSequence = 0; client->reliableAcknowledge = 0; MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) ); // 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_WriteString( &msg, sv.configstrings[start] ); } } MSG_WriteByte( &msg, 0 ); // check for overflow if ( msg.overflowed ) { Com_Printf ("WARNING: GameState overflowed for %s\n", client->name); } // deliver this to the client SV_SendMessageToClient( &msg, client ); } /* ================== SV_ClientEnterWorld ================== */ void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded ) { int clientNum; gentity_t *ent; Com_DPrintf ("SV_ClientEnterWorld() from %s\n", client->name); client->state = CS_ACTIVE; // set up the entity for the client clientNum = client - svs.clients; ent = SV_GentityNum( clientNum ); ent->s.number = clientNum; client->gentity = ent; // normally I check 'qbFromSavedGame' to avoid overwriting loaded client data, but this stuff I want // to be reset so that client packet delta-ing bgins afresh, rather than based on your previous frame // (which didn't in fact happen now if we've just loaded from a saved game...) // client->deltaMessage = -1; client->cmdNum = 0; client->nextSnapshotTime = sv.time; // generate a snapshot immediately // call the game begin function ge->ClientBegin( client - svs.clients, cmd, eSavedGameJustLoaded ); } /* ============================================================ CLIENT COMMAND EXECUTION ============================================================ */ /* ================= 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_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 cl->rate = 99999; // lans should not rate limit // 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; } } /* ================== SV_UpdateUserinfo_f ================== */ static void SV_UpdateUserinfo_f( client_t *cl ) { Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) ); // call prog code to allow overrides ge->ClientUserinfoChanged( cl - svs.clients ); SV_UserinfoChanged( cl ); } typedef struct { char *name; void (*func)( client_t *cl ); } ucmd_t; static ucmd_t ucmds[] = { {"userinfo", SV_UpdateUserinfo_f}, {"disconnect", SV_Disconnect_f}, {NULL, NULL} }; /* ================== SV_ExecuteClientCommand ================== */ void SV_ExecuteClientCommand( client_t *cl, const char *s ) { 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; } } // pass unknown strings to the game if (!u->name && sv.state == SS_GAME) { ge->ClientCommand( cl - svs.clients ); } } #define MAX_STRINGCMDS 8 /* =============== SV_ClientCommand =============== */ static void SV_ClientCommand( client_t *cl, msg_t *msg ) { int seq; const char *s; seq = MSG_ReadLong( msg ); s = MSG_ReadString( msg ); // see if we have already executed it if ( cl->lastClientCommand >= seq ) { return; } 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_ExecuteClientCommand( cl, s ); cl->lastClientCommand = seq; } //================================================================================== /* ================== SV_ClientThink ================== */ 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 } ge->ClientThink( cl - svs.clients, cmd ); } /* ================== 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 ) { int i, start; int cmdNum; int firstNum; int cmdCount; usercmd_t nullcmd; usercmd_t cmds[MAX_PACKET_USERCMDS]; usercmd_t *cmd, *oldcmd; int clientTime; int serverId; cl->reliableAcknowledge = MSG_ReadLong( msg ); serverId = MSG_ReadLong( msg ); clientTime = MSG_ReadLong( msg ); cl->deltaMessage = MSG_ReadLong( msg ); // cmdNum is the command number of the most recent included usercmd cmdNum = MSG_ReadLong( msg ); 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; } memset( &nullcmd, 0, sizeof(nullcmd) ); oldcmd = &nullcmd; for ( i = 0 ; i < cmdCount ; i++ ) { cmd = &cmds[i]; MSG_ReadDeltaUsercmd( msg, oldcmd, cmd ); oldcmd = cmd; } // if this is a usercmd from a previous gamestate, // ignore it or retransmit the current gamestate if ( serverId != sv.serverId ) { // if we can tell that the client has dropped the last // gamestate we sent them, resend it if ( cl->netchan.incomingAcknowledged > cl->gamestateMessageNum ) { Com_DPrintf( "%s : dropped gamestate, resending\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], eSavedGameJustLoaded ); #ifndef _XBOX // No auto-saving for now? if ( sv_mapname->string[0]!='_' ) { char savename[MAX_QPATH]; if ( eSavedGameJustLoaded == eNO ) { SG_WriteSavegame("auto",qtrue); if ( strnicmp(sv_mapname->string, "academy", 7) != 0) { Com_sprintf (savename, sizeof(savename), "auto_%s",sv_mapname->string); SG_WriteSavegame(savename,qtrue);//can't use va becuase it's nested } } else if ( qbLoadTransition == qtrue ) { Com_sprintf (savename, sizeof(savename), "hub/%s", sv_mapname->string ); SG_WriteSavegame( savename, qfalse );//save a full one SG_WriteSavegame( "auto", qfalse );//need a copy for auto, too } } #endif eSavedGameJustLoaded = eNO; // the moves can be processed normaly } if ( cl->state != CS_ACTIVE ) { cl->deltaMessage = -1; return; } // if there is a time gap from the last packet to this packet, // fill in with the first command in the packet // with a packetdup of 0, firstNum == cmdNum firstNum = cmdNum - ( cmdCount - 1 ); if ( cl->cmdNum < firstNum - 1 ) { cl->droppedCommands = qtrue; if ( sv_showloss->integer ) { Com_Printf("Lost %i usercmds from %s\n", firstNum - 1 - cl->cmdNum, cl->name); } if ( cl->cmdNum < firstNum - 6 ) { cl->cmdNum = firstNum - 6; // don't generate too many } while ( cl->cmdNum < firstNum - 1 ) { cl->cmdNum++; SV_ClientThink( cl, &cmds[0] ); } } // skip over any usercmd_t we have already executed start = cl->cmdNum - ( firstNum - 1 ); for ( i = start ; i < cmdCount ; i++ ) { SV_ClientThink (cl, &cmds[ i ]); } cl->cmdNum = cmdNum; } /* =========================================================================== USER CMD EXECUTION =========================================================================== */ /* =================== SV_ExecuteClientMessage Parse a client packet =================== */ void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) { int c; while( 1 ) { if ( msg->readcount > msg->cursize ) { SV_DropClient (cl, "had a badread"); return; } c = MSG_ReadByte( msg ); if ( c == -1 ) { break; } switch( c ) { default: SV_DropClient( cl,"had an unknown command char" ); return; case clc_nop: break; case clc_move: SV_UserMove( cl, msg ); break; case clc_clientCommand: SV_ClientCommand( cl, msg ); if (cl->state == CS_ZOMBIE) { return; // disconnect command } break; } } } void SV_FreeClient(client_t *client) { int i; if (!client) return; for(i=0; ireliableCommands[ i] ) { Z_Free( client->reliableCommands[ i] ); client->reliableCommands[i] = NULL; client->reliableSequence = 0; } } }