jkxr/Projects/Android/jni/OpenJK/code/server/sv_client.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

593 lines
14 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// sv_client.c -- server code for dealing with clients
#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;
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->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;
// 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 ) {
Q_strncpyz( cl->name, Info_ValueForKey( cl->userinfo, "name" ), sizeof( cl->name ) );
}
/*
==================
SV_UpdateUserinfo_f
==================
*/
static void SV_UpdateUserinfo_f( client_t *cl ) {
Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) );
SV_UserinfoChanged( cl );
// call prog code to allow overrides
ge->ClientUserinfoChanged( cl - svs.clients );
}
typedef struct {
const 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 );
if ( sv_mapname->string[0]!='_' )
{
char savename[MAX_QPATH];
if ( eSavedGameJustLoaded == eNO )
{
SG_WriteSavegame("auto",qtrue);
if ( Q_stricmpn(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
}
}
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; i<MAX_RELIABLE_COMMANDS; i++) {
if ( client->reliableCommands[ i] ) {
Z_Free( client->reliableCommands[ i] );
client->reliableCommands[i] = NULL;
client->reliableSequence = 0;
}
}
}