mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-27 14:22:11 +00:00
6b13806066
Use q3 master protocol when com_gamename is Quake3Arena (the default), otherwise use dpmaster protocol.
1291 lines
33 KiB
C
1291 lines
33 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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#ifdef USE_VOIP
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cvar_t *sv_voip;
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#endif
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serverStatic_t svs; // persistant server info
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server_t sv; // local server
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vm_t *gvm = NULL; // game virtual machine
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cvar_t *sv_fps = NULL; // time rate for running non-clients
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cvar_t *sv_timeout; // seconds without any message
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cvar_t *sv_zombietime; // seconds to sink messages after disconnect
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cvar_t *sv_rconPassword; // password for remote server commands
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cvar_t *sv_privatePassword; // password for the privateClient slots
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cvar_t *sv_allowDownload;
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cvar_t *sv_maxclients;
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cvar_t *sv_privateClients; // number of clients reserved for password
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cvar_t *sv_hostname;
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cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
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cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
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cvar_t *sv_showloss; // report when usercmds are lost
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cvar_t *sv_padPackets; // add nop bytes to messages
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cvar_t *sv_killserver; // menu system can set to 1 to shut server down
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cvar_t *sv_mapname;
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cvar_t *sv_mapChecksum;
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cvar_t *sv_serverid;
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cvar_t *sv_minRate;
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cvar_t *sv_maxRate;
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cvar_t *sv_dlRate;
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cvar_t *sv_minPing;
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cvar_t *sv_maxPing;
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cvar_t *sv_gametype;
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cvar_t *sv_pure;
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cvar_t *sv_floodProtect;
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cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
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#ifndef STANDALONE
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cvar_t *sv_strictAuth;
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#endif
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cvar_t *sv_banFile;
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serverBan_t serverBans[SERVER_MAXBANS];
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int serverBansCount = 0;
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/*
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=============================================================================
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EVENT MESSAGES
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=============================================================================
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*/
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/*
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===============
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SV_ExpandNewlines
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Converts newlines to "\n" so a line prints nicer
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===============
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*/
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static char *SV_ExpandNewlines( char *in ) {
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static char string[1024];
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int l;
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l = 0;
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while ( *in && l < sizeof(string) - 3 ) {
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if ( *in == '\n' ) {
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string[l++] = '\\';
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string[l++] = 'n';
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} else {
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string[l++] = *in;
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}
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in++;
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}
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string[l] = 0;
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return string;
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}
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/*
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======================
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SV_ReplacePendingServerCommands
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FIXME: This is ugly
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======================
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*/
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#if 0 // unused
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static int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
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int i, index, csnum1, csnum2;
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for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
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index = i & ( MAX_RELIABLE_COMMANDS - 1 );
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//
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if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
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sscanf(cmd, "cs %i", &csnum1);
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sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
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if ( csnum1 == csnum2 ) {
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Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
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/*
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if ( client->netchan.remoteAddress.type != NA_BOT ) {
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Com_Printf( "WARNING: client %i removed double pending config string %i: %s\n", client-svs.clients, csnum1, cmd );
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}
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*/
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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#endif
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/*
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======================
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SV_AddServerCommand
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The given command will be transmitted to the client, and is guaranteed to
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not have future snapshot_t executed before it is executed
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======================
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*/
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void SV_AddServerCommand( client_t *client, const char *cmd ) {
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int index, i;
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// this is very ugly but it's also a waste to for instance send multiple config string updates
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// for the same config string index in one snapshot
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// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
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// return;
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// }
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// do not send commands until the gamestate has been sent
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if( client->state < CS_PRIMED )
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return;
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client->reliableSequence++;
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// if we would be losing an old command that hasn't been acknowledged,
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// we must drop the connection
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// we check == instead of >= so a broadcast print added by SV_DropClient()
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// doesn't cause a recursive drop client
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if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
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Com_Printf( "===== pending server commands =====\n" );
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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}
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Com_Printf( "cmd %5d: %s\n", i, cmd );
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SV_DropClient( client, "Server command overflow" );
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return;
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}
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index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
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Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
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}
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/*
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=================
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SV_SendServerCommand
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Sends a reliable command string to be interpreted by
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the client game module: "cp", "print", "chat", etc
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A NULL client will broadcast to all clients
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=================
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*/
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void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
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va_list argptr;
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byte message[MAX_MSGLEN];
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client_t *client;
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int j;
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va_start (argptr,fmt);
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Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
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va_end (argptr);
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// Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt
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// The actual cause of the bug is probably further downstream
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// and should maybe be addressed later, but this certainly
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// fixes the problem for now
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if ( strlen ((char *)message) > 1022 ) {
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return;
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}
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if ( cl != NULL ) {
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SV_AddServerCommand( cl, (char *)message );
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return;
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}
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// hack to echo broadcast prints to console
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if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
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Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
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}
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// send the data to all relevent clients
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for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
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SV_AddServerCommand( client, (char *)message );
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}
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}
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/*
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==============================================================================
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MASTER SERVER FUNCTIONS
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==============================================================================
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*/
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/*
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================
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SV_MasterHeartbeat
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Send a message to the masters every few minutes to
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let it know we are alive, and log information.
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We will also have a heartbeat sent when a server
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changes from empty to non-empty, and full to non-full,
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but not on every player enter or exit.
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================
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*/
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#define HEARTBEAT_MSEC 300*1000
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void SV_MasterHeartbeat(const char *message)
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{
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static netadr_t adr[MAX_MASTER_SERVERS][2]; // [2] for v4 and v6 address for the same address string.
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int i;
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int res;
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int netenabled;
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netenabled = Cvar_VariableIntegerValue("net_enabled");
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// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
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if (!com_dedicated || com_dedicated->integer != 2 || !(netenabled & (NET_ENABLEV4 | NET_ENABLEV6)))
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return; // only dedicated servers send heartbeats
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// if not time yet, don't send anything
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if ( svs.time < svs.nextHeartbeatTime )
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return;
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if ( !Q_stricmp( com_gamename->string, LEGACY_MASTER_GAMENAME ) )
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message = LEGACY_HEARTBEAT_FOR_MASTER;
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svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
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// send to group masters
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for (i = 0; i < MAX_MASTER_SERVERS; i++)
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{
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if(!sv_master[i]->string[0])
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continue;
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// see if we haven't already resolved the name
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// resolving usually causes hitches on win95, so only
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// do it when needed
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if(sv_master[i]->modified || (adr[i][0].type == NA_BAD && adr[i][1].type == NA_BAD))
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{
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sv_master[i]->modified = qfalse;
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if(netenabled & NET_ENABLEV4)
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{
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Com_Printf("Resolving %s (IPv4)\n", sv_master[i]->string);
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res = NET_StringToAdr(sv_master[i]->string, &adr[i][0], NA_IP);
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if(res == 2)
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{
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// if no port was specified, use the default master port
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adr[i][0].port = BigShort(PORT_MASTER);
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}
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if(res)
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Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[i][0]));
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else
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Com_Printf( "%s has no IPv4 address.\n", sv_master[i]->string);
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}
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if(netenabled & NET_ENABLEV6)
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{
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Com_Printf("Resolving %s (IPv6)\n", sv_master[i]->string);
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res = NET_StringToAdr(sv_master[i]->string, &adr[i][1], NA_IP6);
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if(res == 2)
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{
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// if no port was specified, use the default master port
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adr[i][1].port = BigShort(PORT_MASTER);
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}
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if(res)
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Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[i][1]));
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else
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Com_Printf( "%s has no IPv6 address.\n", sv_master[i]->string);
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}
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if(adr[i][0].type == NA_BAD && adr[i][1].type == NA_BAD)
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{
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// if the address failed to resolve, clear it
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// so we don't take repeated dns hits
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Com_Printf("Couldn't resolve address: %s\n", sv_master[i]->string);
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Cvar_Set(sv_master[i]->name, "");
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sv_master[i]->modified = qfalse;
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continue;
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}
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}
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Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
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// this command should be changed if the server info / status format
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// ever incompatably changes
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if(adr[i][0].type != NA_BAD)
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NET_OutOfBandPrint( NS_SERVER, adr[i][0], "heartbeat %s\n", message);
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if(adr[i][1].type != NA_BAD)
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NET_OutOfBandPrint( NS_SERVER, adr[i][1], "heartbeat %s\n", message);
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}
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}
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/*
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=================
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SV_MasterShutdown
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Informs all masters that this server is going down
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=================
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*/
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void SV_MasterShutdown( void ) {
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// send a heartbeat right now
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svs.nextHeartbeatTime = -9999;
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SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER);
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// send it again to minimize chance of drops
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svs.nextHeartbeatTime = -9999;
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SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER);
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// when the master tries to poll the server, it won't respond, so
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// it will be removed from the list
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}
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/*
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==============================================================================
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CONNECTIONLESS COMMANDS
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==============================================================================
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*/
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// This is deliberately quite large to make it more of an effort to DoS
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#define MAX_BUCKETS 16384
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#define MAX_HASHES 1024
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static leakyBucket_t buckets[ MAX_BUCKETS ];
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static leakyBucket_t *bucketHashes[ MAX_HASHES ];
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leakyBucket_t outboundLeakyBucket;
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/*
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================
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SVC_HashForAddress
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================
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*/
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static long SVC_HashForAddress( netadr_t address ) {
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byte *ip = NULL;
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size_t size = 0;
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int i;
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long hash = 0;
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switch ( address.type ) {
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case NA_IP: ip = address.ip; size = 4; break;
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case NA_IP6: ip = address.ip6; size = 16; break;
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default: break;
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}
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for ( i = 0; i < size; i++ ) {
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hash += (long)( ip[ i ] ) * ( i + 119 );
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}
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hash = ( hash ^ ( hash >> 10 ) ^ ( hash >> 20 ) );
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hash &= ( MAX_HASHES - 1 );
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return hash;
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}
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/*
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================
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SVC_BucketForAddress
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Find or allocate a bucket for an address
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================
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*/
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static leakyBucket_t *SVC_BucketForAddress( netadr_t address, int burst, int period ) {
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leakyBucket_t *bucket = NULL;
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int i;
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long hash = SVC_HashForAddress( address );
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int now = Sys_Milliseconds();
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for ( bucket = bucketHashes[ hash ]; bucket; bucket = bucket->next ) {
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switch ( bucket->type ) {
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case NA_IP:
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if ( memcmp( bucket->ipv._4, address.ip, 4 ) == 0 ) {
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return bucket;
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}
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break;
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case NA_IP6:
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if ( memcmp( bucket->ipv._6, address.ip6, 16 ) == 0 ) {
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return bucket;
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}
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break;
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default:
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break;
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}
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}
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for ( i = 0; i < MAX_BUCKETS; i++ ) {
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int interval;
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bucket = &buckets[ i ];
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interval = now - bucket->lastTime;
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// Reclaim expired buckets
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if ( bucket->lastTime > 0 && ( interval > ( burst * period ) ||
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interval < 0 ) ) {
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if ( bucket->prev != NULL ) {
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bucket->prev->next = bucket->next;
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} else {
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bucketHashes[ bucket->hash ] = bucket->next;
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}
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if ( bucket->next != NULL ) {
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bucket->next->prev = bucket->prev;
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}
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Com_Memset( bucket, 0, sizeof( leakyBucket_t ) );
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}
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if ( bucket->type == NA_BAD ) {
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bucket->type = address.type;
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switch ( address.type ) {
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case NA_IP: Com_Memcpy( bucket->ipv._4, address.ip, 4 ); break;
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case NA_IP6: Com_Memcpy( bucket->ipv._6, address.ip6, 16 ); break;
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default: break;
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}
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bucket->lastTime = now;
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bucket->burst = 0;
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bucket->hash = hash;
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// Add to the head of the relevant hash chain
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bucket->next = bucketHashes[ hash ];
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if ( bucketHashes[ hash ] != NULL ) {
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bucketHashes[ hash ]->prev = bucket;
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}
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bucket->prev = NULL;
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bucketHashes[ hash ] = bucket;
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return bucket;
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}
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}
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// Couldn't allocate a bucket for this address
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return NULL;
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}
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/*
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================
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SVC_RateLimit
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================
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*/
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qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period ) {
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if ( bucket != NULL ) {
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int now = Sys_Milliseconds();
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int interval = now - bucket->lastTime;
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int expired = interval / period;
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int expiredRemainder = interval % period;
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if ( expired > bucket->burst ) {
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bucket->burst = 0;
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bucket->lastTime = now;
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} else {
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bucket->burst -= expired;
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bucket->lastTime = now - expiredRemainder;
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}
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if ( bucket->burst < burst ) {
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bucket->burst++;
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return qfalse;
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}
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}
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return qtrue;
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}
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/*
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================
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SVC_RateLimitAddress
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Rate limit for a particular address
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================
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*/
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qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period ) {
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leakyBucket_t *bucket = SVC_BucketForAddress( from, burst, period );
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return SVC_RateLimit( bucket, burst, period );
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}
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/*
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================
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SVC_Status
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Responds with all the info that qplug or qspy can see about the server
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and all connected players. Used for getting detailed information after
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the simple info query.
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|
================
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*/
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static void SVC_Status( netadr_t from ) {
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char player[1024];
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char status[MAX_MSGLEN];
|
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int i;
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client_t *cl;
|
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playerState_t *ps;
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int statusLength;
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int playerLength;
|
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char infostring[MAX_INFO_STRING];
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|
|
// ignore if we are in single player
|
|
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
|
|
return;
|
|
}
|
|
|
|
// Prevent using getstatus as an amplifier
|
|
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
|
|
Com_DPrintf( "SVC_Status: rate limit from %s exceeded, dropping request\n",
|
|
NET_AdrToString( from ) );
|
|
return;
|
|
}
|
|
|
|
// Allow getstatus to be DoSed relatively easily, but prevent
|
|
// excess outbound bandwidth usage when being flooded inbound
|
|
if ( SVC_RateLimit( &outboundLeakyBucket, 10, 100 ) ) {
|
|
Com_DPrintf( "SVC_Status: rate limit exceeded, dropping request\n" );
|
|
return;
|
|
}
|
|
|
|
// A maximum challenge length of 128 should be more than plenty.
|
|
if(strlen(Cmd_Argv(1)) > 128)
|
|
return;
|
|
|
|
strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
|
|
|
|
// echo back the parameter to status. so master servers can use it as a challenge
|
|
// to prevent timed spoofed reply packets that add ghost servers
|
|
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
|
|
|
|
status[0] = 0;
|
|
statusLength = 0;
|
|
|
|
for (i=0 ; i < sv_maxclients->integer ; i++) {
|
|
cl = &svs.clients[i];
|
|
if ( cl->state >= CS_CONNECTED ) {
|
|
ps = SV_GameClientNum( i );
|
|
Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
|
|
ps->persistant[PERS_SCORE], cl->ping, cl->name);
|
|
playerLength = strlen(player);
|
|
if (statusLength + playerLength >= sizeof(status) ) {
|
|
break; // can't hold any more
|
|
}
|
|
strcpy (status + statusLength, player);
|
|
statusLength += playerLength;
|
|
}
|
|
}
|
|
|
|
NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
|
|
}
|
|
|
|
/*
|
|
================
|
|
SVC_Info
|
|
|
|
Responds with a short info message that should be enough to determine
|
|
if a user is interested in a server to do a full status
|
|
================
|
|
*/
|
|
void SVC_Info( netadr_t from ) {
|
|
int i, count, humans;
|
|
char *gamedir;
|
|
char infostring[MAX_INFO_STRING];
|
|
|
|
// ignore if we are in single player
|
|
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
|
|
return;
|
|
}
|
|
|
|
// Prevent using getinfo as an amplifier
|
|
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
|
|
Com_DPrintf( "SVC_Info: rate limit from %s exceeded, dropping request\n",
|
|
NET_AdrToString( from ) );
|
|
return;
|
|
}
|
|
|
|
// Allow getinfo to be DoSed relatively easily, but prevent
|
|
// excess outbound bandwidth usage when being flooded inbound
|
|
if ( SVC_RateLimit( &outboundLeakyBucket, 10, 100 ) ) {
|
|
Com_DPrintf( "SVC_Info: rate limit exceeded, dropping request\n" );
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Check whether Cmd_Argv(1) has a sane length. This was not done in the original Quake3 version which led
|
|
* to the Infostring bug discovered by Luigi Auriemma. See http://aluigi.altervista.org/ for the advisory.
|
|
*/
|
|
|
|
// A maximum challenge length of 128 should be more than plenty.
|
|
if(strlen(Cmd_Argv(1)) > 128)
|
|
return;
|
|
|
|
// don't count privateclients
|
|
count = humans = 0;
|
|
for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
|
|
if ( svs.clients[i].state >= CS_CONNECTED ) {
|
|
count++;
|
|
if (svs.clients[i].netchan.remoteAddress.type != NA_BOT) {
|
|
humans++;
|
|
}
|
|
}
|
|
}
|
|
|
|
infostring[0] = 0;
|
|
|
|
// echo back the parameter to status. so servers can use it as a challenge
|
|
// to prevent timed spoofed reply packets that add ghost servers
|
|
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
|
|
|
|
Info_SetValueForKey( infostring, "gamename", com_gamename->string );
|
|
|
|
#ifdef LEGACY_PROTOCOL
|
|
if(com_legacyprotocol->integer > 0)
|
|
Info_SetValueForKey(infostring, "protocol", va("%i", com_legacyprotocol->integer));
|
|
else
|
|
#endif
|
|
Info_SetValueForKey(infostring, "protocol", va("%i", com_protocol->integer));
|
|
|
|
Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
|
|
Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
|
|
Info_SetValueForKey( infostring, "clients", va("%i", count) );
|
|
Info_SetValueForKey(infostring, "g_humanplayers", va("%i", humans));
|
|
Info_SetValueForKey( infostring, "sv_maxclients",
|
|
va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
|
|
Info_SetValueForKey( infostring, "gametype", va("%i", sv_gametype->integer ) );
|
|
Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
|
|
Info_SetValueForKey(infostring, "g_needpass", va("%d", Cvar_VariableIntegerValue("g_needpass")));
|
|
|
|
#ifdef USE_VOIP
|
|
if (sv_voip->integer) {
|
|
Info_SetValueForKey( infostring, "voip", va("%i", sv_voip->integer ) );
|
|
}
|
|
#endif
|
|
|
|
if( sv_minPing->integer ) {
|
|
Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
|
|
}
|
|
if( sv_maxPing->integer ) {
|
|
Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
|
|
}
|
|
gamedir = Cvar_VariableString( "fs_game" );
|
|
if( *gamedir ) {
|
|
Info_SetValueForKey( infostring, "game", gamedir );
|
|
}
|
|
|
|
NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
|
|
}
|
|
|
|
/*
|
|
================
|
|
SVC_FlushRedirect
|
|
|
|
================
|
|
*/
|
|
static void SV_FlushRedirect( char *outputbuf ) {
|
|
NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SVC_RemoteCommand
|
|
|
|
An rcon packet arrived from the network.
|
|
Shift down the remaining args
|
|
Redirect all printfs
|
|
===============
|
|
*/
|
|
static void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
|
|
qboolean valid;
|
|
char remaining[1024];
|
|
// TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
|
|
// (OOB messages are the bottleneck here)
|
|
#define SV_OUTPUTBUF_LENGTH (1024 - 16)
|
|
char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
|
|
char *cmd_aux;
|
|
|
|
// Prevent using rcon as an amplifier and make dictionary attacks impractical
|
|
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
|
|
Com_DPrintf( "SVC_RemoteCommand: rate limit from %s exceeded, dropping request\n",
|
|
NET_AdrToString( from ) );
|
|
return;
|
|
}
|
|
|
|
if ( !strlen( sv_rconPassword->string ) ||
|
|
strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
|
|
static leakyBucket_t bucket;
|
|
|
|
// Make DoS via rcon impractical
|
|
if ( SVC_RateLimit( &bucket, 10, 1000 ) ) {
|
|
Com_DPrintf( "SVC_RemoteCommand: rate limit exceeded, dropping request\n" );
|
|
return;
|
|
}
|
|
|
|
valid = qfalse;
|
|
Com_Printf ("Bad rcon from %s: %s\n", NET_AdrToString (from), Cmd_ArgsFrom(2) );
|
|
} else {
|
|
valid = qtrue;
|
|
Com_Printf ("Rcon from %s: %s\n", NET_AdrToString (from), Cmd_ArgsFrom(2) );
|
|
}
|
|
|
|
// start redirecting all print outputs to the packet
|
|
svs.redirectAddress = from;
|
|
Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
|
|
|
|
if ( !strlen( sv_rconPassword->string ) ) {
|
|
Com_Printf ("No rconpassword set on the server.\n");
|
|
} else if ( !valid ) {
|
|
Com_Printf ("Bad rconpassword.\n");
|
|
} else {
|
|
remaining[0] = 0;
|
|
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
|
|
// get the command directly, "rcon <pass> <command>" to avoid quoting issues
|
|
// extract the command by walking
|
|
// since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
|
|
cmd_aux = Cmd_Cmd();
|
|
cmd_aux+=4;
|
|
while(cmd_aux[0]==' ')
|
|
cmd_aux++;
|
|
while(cmd_aux[0] && cmd_aux[0]!=' ') // password
|
|
cmd_aux++;
|
|
while(cmd_aux[0]==' ')
|
|
cmd_aux++;
|
|
|
|
Q_strcat( remaining, sizeof(remaining), cmd_aux);
|
|
|
|
Cmd_ExecuteString (remaining);
|
|
|
|
}
|
|
|
|
Com_EndRedirect ();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SV_ConnectionlessPacket
|
|
|
|
A connectionless packet has four leading 0xff
|
|
characters to distinguish it from a game channel.
|
|
Clients that are in the game can still send
|
|
connectionless packets.
|
|
=================
|
|
*/
|
|
static void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
|
|
char *s;
|
|
char *c;
|
|
|
|
MSG_BeginReadingOOB( msg );
|
|
MSG_ReadLong( msg ); // skip the -1 marker
|
|
|
|
if (!Q_strncmp("connect", (char *) &msg->data[4], 7)) {
|
|
Huff_Decompress(msg, 12);
|
|
}
|
|
|
|
s = MSG_ReadStringLine( msg );
|
|
Cmd_TokenizeString( s );
|
|
|
|
c = Cmd_Argv(0);
|
|
Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
|
|
|
|
if (!Q_stricmp(c, "getstatus")) {
|
|
SVC_Status( from );
|
|
} else if (!Q_stricmp(c, "getinfo")) {
|
|
SVC_Info( from );
|
|
} else if (!Q_stricmp(c, "getchallenge")) {
|
|
SV_GetChallenge(from);
|
|
} else if (!Q_stricmp(c, "connect")) {
|
|
SV_DirectConnect( from );
|
|
#ifndef STANDALONE
|
|
} else if (!Q_stricmp(c, "ipAuthorize")) {
|
|
SV_AuthorizeIpPacket( from );
|
|
#endif
|
|
} else if (!Q_stricmp(c, "rcon")) {
|
|
SVC_RemoteCommand( from, msg );
|
|
} else if (!Q_stricmp(c, "disconnect")) {
|
|
// if a client starts up a local server, we may see some spurious
|
|
// server disconnect messages when their new server sees our final
|
|
// sequenced messages to the old client
|
|
} else {
|
|
Com_DPrintf ("bad connectionless packet from %s:\n%s\n",
|
|
NET_AdrToString (from), s);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=================
|
|
SV_PacketEvent
|
|
=================
|
|
*/
|
|
void SV_PacketEvent( netadr_t from, msg_t *msg ) {
|
|
int i;
|
|
client_t *cl;
|
|
int qport;
|
|
|
|
// check for connectionless packet (0xffffffff) first
|
|
if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
|
|
SV_ConnectionlessPacket( from, msg );
|
|
return;
|
|
}
|
|
|
|
// read the qport out of the message so we can fix up
|
|
// stupid address translating routers
|
|
MSG_BeginReadingOOB( msg );
|
|
MSG_ReadLong( msg ); // sequence number
|
|
qport = MSG_ReadShort( msg ) & 0xffff;
|
|
|
|
// find which client the message is from
|
|
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 ) ) {
|
|
continue;
|
|
}
|
|
// it is possible to have multiple clients from a single IP
|
|
// address, so they are differentiated by the qport variable
|
|
if (cl->netchan.qport != qport) {
|
|
continue;
|
|
}
|
|
|
|
// the IP port can't be used to differentiate them, because
|
|
// some address translating routers periodically change UDP
|
|
// port assignments
|
|
if (cl->netchan.remoteAddress.port != from.port) {
|
|
Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
|
|
cl->netchan.remoteAddress.port = from.port;
|
|
}
|
|
|
|
// make sure it is a valid, in sequence packet
|
|
if (SV_Netchan_Process(cl, msg)) {
|
|
// zombie clients still need to do the Netchan_Process
|
|
// to make sure they don't need to retransmit the final
|
|
// reliable message, but they don't do any other processing
|
|
if (cl->state != CS_ZOMBIE) {
|
|
cl->lastPacketTime = svs.time; // don't timeout
|
|
SV_ExecuteClientMessage( cl, msg );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
SV_CalcPings
|
|
|
|
Updates the cl->ping variables
|
|
===================
|
|
*/
|
|
static void SV_CalcPings( void ) {
|
|
int i, j;
|
|
client_t *cl;
|
|
int total, count;
|
|
int delta;
|
|
playerState_t *ps;
|
|
|
|
for (i=0 ; i < sv_maxclients->integer ; i++) {
|
|
cl = &svs.clients[i];
|
|
if ( cl->state != CS_ACTIVE ) {
|
|
cl->ping = 999;
|
|
continue;
|
|
}
|
|
if ( !cl->gentity ) {
|
|
cl->ping = 999;
|
|
continue;
|
|
}
|
|
if ( cl->gentity->r.svFlags & SVF_BOT ) {
|
|
cl->ping = 0;
|
|
continue;
|
|
}
|
|
|
|
total = 0;
|
|
count = 0;
|
|
for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
|
|
if ( cl->frames[j].messageAcked <= 0 ) {
|
|
continue;
|
|
}
|
|
delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
|
|
count++;
|
|
total += delta;
|
|
}
|
|
if (!count) {
|
|
cl->ping = 999;
|
|
} else {
|
|
cl->ping = total/count;
|
|
if ( cl->ping > 999 ) {
|
|
cl->ping = 999;
|
|
}
|
|
}
|
|
|
|
// let the game dll know about the ping
|
|
ps = SV_GameClientNum( i );
|
|
ps->ping = cl->ping;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_CheckTimeouts
|
|
|
|
If a packet has not been received from a client for timeout->integer
|
|
seconds, drop the conneciton. Server time is used instead of
|
|
realtime to avoid dropping the local client while debugging.
|
|
|
|
When a client is normally dropped, the client_t goes into a zombie state
|
|
for a few seconds to make sure any final reliable message gets resent
|
|
if necessary
|
|
==================
|
|
*/
|
|
static void SV_CheckTimeouts( void ) {
|
|
int i;
|
|
client_t *cl;
|
|
int droppoint;
|
|
int zombiepoint;
|
|
|
|
droppoint = svs.time - 1000 * sv_timeout->integer;
|
|
zombiepoint = svs.time - 1000 * sv_zombietime->integer;
|
|
|
|
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
|
|
// message times may be wrong across a changelevel
|
|
if (cl->lastPacketTime > svs.time) {
|
|
cl->lastPacketTime = svs.time;
|
|
}
|
|
|
|
if (cl->state == CS_ZOMBIE
|
|
&& cl->lastPacketTime < zombiepoint) {
|
|
// using the client id cause the cl->name is empty at this point
|
|
Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
|
|
cl->state = CS_FREE; // can now be reused
|
|
continue;
|
|
}
|
|
if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
|
|
// wait several frames so a debugger session doesn't
|
|
// cause a timeout
|
|
if ( ++cl->timeoutCount > 5 ) {
|
|
SV_DropClient (cl, "timed out");
|
|
cl->state = CS_FREE; // don't bother with zombie state
|
|
}
|
|
} else {
|
|
cl->timeoutCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_CheckPaused
|
|
==================
|
|
*/
|
|
static qboolean SV_CheckPaused( void ) {
|
|
int count;
|
|
client_t *cl;
|
|
int i;
|
|
|
|
if ( !cl_paused->integer ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// only pause if there is just a single client connected
|
|
count = 0;
|
|
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
|
|
if ( cl->state >= CS_CONNECTED && cl->netchan.remoteAddress.type != NA_BOT ) {
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if ( count > 1 ) {
|
|
// don't pause
|
|
if (sv_paused->integer)
|
|
Cvar_Set("sv_paused", "0");
|
|
return qfalse;
|
|
}
|
|
|
|
if (!sv_paused->integer)
|
|
Cvar_Set("sv_paused", "1");
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_FrameMsec
|
|
Return time in millseconds until processing of the next server frame.
|
|
==================
|
|
*/
|
|
int SV_FrameMsec()
|
|
{
|
|
if(sv_fps)
|
|
{
|
|
int frameMsec;
|
|
|
|
frameMsec = 1000.0f / sv_fps->value;
|
|
|
|
if(frameMsec < sv.timeResidual)
|
|
return 0;
|
|
else
|
|
return frameMsec - sv.timeResidual;
|
|
}
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_Frame
|
|
|
|
Player movement occurs as a result of packet events, which
|
|
happen before SV_Frame is called
|
|
==================
|
|
*/
|
|
void SV_Frame( int msec ) {
|
|
int frameMsec;
|
|
int startTime;
|
|
|
|
// the menu kills the server with this cvar
|
|
if ( sv_killserver->integer ) {
|
|
SV_Shutdown ("Server was killed");
|
|
Cvar_Set( "sv_killserver", "0" );
|
|
return;
|
|
}
|
|
|
|
if (!com_sv_running->integer)
|
|
{
|
|
// Running as a server, but no map loaded
|
|
#ifdef DEDICATED
|
|
// Block until something interesting happens
|
|
Sys_Sleep(-1);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
// allow pause if only the local client is connected
|
|
if ( SV_CheckPaused() ) {
|
|
return;
|
|
}
|
|
|
|
// if it isn't time for the next frame, do nothing
|
|
if ( sv_fps->integer < 1 ) {
|
|
Cvar_Set( "sv_fps", "10" );
|
|
}
|
|
|
|
frameMsec = 1000 / sv_fps->integer * com_timescale->value;
|
|
// don't let it scale below 1ms
|
|
if(frameMsec < 1)
|
|
{
|
|
Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f));
|
|
frameMsec = 1;
|
|
}
|
|
|
|
sv.timeResidual += msec;
|
|
|
|
if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);
|
|
|
|
// if time is about to hit the 32nd bit, kick all clients
|
|
// and clear sv.time, rather
|
|
// than checking for negative time wraparound everywhere.
|
|
// 2giga-milliseconds = 23 days, so it won't be too often
|
|
if ( svs.time > 0x70000000 ) {
|
|
SV_Shutdown( "Restarting server due to time wrapping" );
|
|
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
|
|
return;
|
|
}
|
|
// this can happen considerably earlier when lots of clients play and the map doesn't change
|
|
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
|
|
SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
|
|
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
|
|
return;
|
|
}
|
|
|
|
if( sv.restartTime && sv.time >= sv.restartTime ) {
|
|
sv.restartTime = 0;
|
|
Cbuf_AddText( "map_restart 0\n" );
|
|
return;
|
|
}
|
|
|
|
// update infostrings if anything has been changed
|
|
if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
|
|
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
|
|
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
|
|
}
|
|
if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
|
|
SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
|
|
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
|
|
}
|
|
|
|
if ( com_speeds->integer ) {
|
|
startTime = Sys_Milliseconds ();
|
|
} else {
|
|
startTime = 0; // quite a compiler warning
|
|
}
|
|
|
|
// update ping based on the all received frames
|
|
SV_CalcPings();
|
|
|
|
if (com_dedicated->integer) SV_BotFrame (sv.time);
|
|
|
|
// run the game simulation in chunks
|
|
while ( sv.timeResidual >= frameMsec ) {
|
|
sv.timeResidual -= frameMsec;
|
|
svs.time += frameMsec;
|
|
sv.time += frameMsec;
|
|
|
|
// let everything in the world think and move
|
|
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
|
|
}
|
|
|
|
if ( com_speeds->integer ) {
|
|
time_game = Sys_Milliseconds () - startTime;
|
|
}
|
|
|
|
// check timeouts
|
|
SV_CheckTimeouts();
|
|
|
|
// send messages back to the clients
|
|
SV_SendClientMessages();
|
|
|
|
// send a heartbeat to the master if needed
|
|
SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SV_RateMsec
|
|
|
|
Return the number of msec until another message can be sent to
|
|
a client based on its rate settings
|
|
====================
|
|
*/
|
|
|
|
#define UDPIP_HEADER_SIZE 28
|
|
#define UDPIP6_HEADER_SIZE 48
|
|
|
|
int SV_RateMsec(client_t *client)
|
|
{
|
|
int rate, rateMsec;
|
|
int messageSize;
|
|
|
|
messageSize = client->netchan.lastSentSize;
|
|
rate = client->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(sv_minRate->integer)
|
|
{
|
|
if(sv_minRate->integer < 1000)
|
|
Cvar_Set("sv_minRate", "1000");
|
|
if(sv_minRate->integer > rate)
|
|
rate = sv_minRate->integer;
|
|
}
|
|
|
|
if(client->netchan.remoteAddress.type == NA_IP6)
|
|
messageSize += UDPIP6_HEADER_SIZE;
|
|
else
|
|
messageSize += UDPIP_HEADER_SIZE;
|
|
|
|
rateMsec = messageSize * 1000 / ((int) (rate * com_timescale->value));
|
|
rate = Sys_Milliseconds() - client->netchan.lastSentTime;
|
|
|
|
if(rate > rateMsec)
|
|
return 0;
|
|
else
|
|
return rateMsec - rate;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SV_SendQueuedPackets
|
|
|
|
Send download messages and queued packets in the time that we're idle, i.e.
|
|
not computing a server frame or sending client snapshots.
|
|
Return the time in msec until we expect to be called next
|
|
====================
|
|
*/
|
|
|
|
int SV_SendQueuedPackets()
|
|
{
|
|
int numBlocks;
|
|
int dlStart, deltaT, delayT;
|
|
static int dlNextRound = 0;
|
|
int timeVal = INT_MAX;
|
|
|
|
// Send out fragmented packets now that we're idle
|
|
delayT = SV_SendQueuedMessages();
|
|
if(delayT >= 0)
|
|
timeVal = delayT;
|
|
|
|
if(sv_dlRate->integer)
|
|
{
|
|
// Rate limiting. This is very imprecise for high
|
|
// download rates due to millisecond timedelta resolution
|
|
dlStart = Sys_Milliseconds();
|
|
deltaT = dlNextRound - dlStart;
|
|
|
|
if(deltaT > 0)
|
|
{
|
|
if(deltaT < timeVal)
|
|
timeVal = deltaT + 1;
|
|
}
|
|
else
|
|
{
|
|
numBlocks = SV_SendDownloadMessages();
|
|
|
|
if(numBlocks)
|
|
{
|
|
// There are active downloads
|
|
deltaT = Sys_Milliseconds() - dlStart;
|
|
|
|
delayT = 1000 * numBlocks * MAX_DOWNLOAD_BLKSIZE;
|
|
delayT /= sv_dlRate->integer * 1024;
|
|
|
|
if(delayT <= deltaT + 1)
|
|
{
|
|
// Sending the last round of download messages
|
|
// took too long for given rate, don't wait for
|
|
// next round, but always enforce a 1ms delay
|
|
// between DL message rounds so we don't hog
|
|
// all of the bandwidth. This will result in an
|
|
// effective maximum rate of 1MB/s per user, but the
|
|
// low download window size limits this anyways.
|
|
if(timeVal > 2)
|
|
timeVal = 2;
|
|
|
|
dlNextRound = dlStart + deltaT + 1;
|
|
}
|
|
else
|
|
{
|
|
dlNextRound = dlStart + delayT;
|
|
delayT -= deltaT;
|
|
|
|
if(delayT < timeVal)
|
|
timeVal = delayT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(SV_SendDownloadMessages())
|
|
timeVal = 0;
|
|
}
|
|
|
|
return timeVal;
|
|
}
|