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https://github.com/UberGames/ioef.git
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- Switch master server protocol to dpmaster for better game separation. Based partly on patch by Zack Middleton
- Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename - Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
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parent
23f6fd1633
commit
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9 changed files with 41 additions and 45 deletions
28
README
28
README
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@ -120,8 +120,6 @@ New cvars
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cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
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behaviour, 0 for standard q3
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cl_mouseAccelOffset - Tuning the acceleration curve, see below
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cl_gamename - Gamename sent to master server in
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getserversExt query
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in_joystickUseAnalog - Do not translate joystick axis events
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to keyboard commands
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@ -197,6 +195,10 @@ New cvars
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through which other processes can control
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the server while it is running.
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Nonfunctional on Windows.
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com_gamename - Gamename sent to master server in
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getservers[Ext] query and infoResponse
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"gamename" infostring value. Also used
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for filtering local network games.
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com_protocol - Specify protocol version number for
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current ioquake3 protocol, see
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"Network protocols" section below
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@ -210,9 +212,6 @@ New cvars
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holds custom pk3 files for your server
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sv_banFile - Name of the file that is used for storing
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the server bans
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sv_heartbeat - Heartbeat string sent to master server
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sv_flatline - Heartbeat string sent to master server
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when server is killed
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net_ip6 - IPv6 address to bind to
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net_port6 - port to bind to using the ipv6 address
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@ -527,25 +526,18 @@ Creating standalone games
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+set com_homepath <homedirname>
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to the command line. You can also control which kind of messages to send to
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the master server:
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to the command line. You can also control which game name to use when talking
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to the master server:
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+set sv_heartbeat <heartbeat> +set sv_flatline <flatline>
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+set cl_gamename <gamename>
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+set com_gamename <gamename>
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The <heartbeat> and <flatline> message can be specific to your game. The
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flatline message is sent to signal the master server that the game server is
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quitting. Vanilla quake3 uses "QuakeArena-1" both for the heartbeat and
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flatline messages.
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The cl_gamename message is for dpmaster to specify which game the client
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wants a server list for. It is only used in the new ipv6 based getServersExt
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query.
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So clients requesting a server list will only receive servers that have a
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matching game name.
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Example line:
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+set com_basegame basefoo +set com_homepath .foo
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+set sv_heartbeat fooalive +set sv_flatline foodead
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+set cl_gamename foo
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+set com_gamename foo
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If you really changed parts that would make vanilla ioquake3 incompatible with
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@ -109,8 +109,6 @@ cvar_t *cl_guidServerUniq;
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cvar_t *cl_consoleKeys;
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cvar_t *cl_gamename;
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clientActive_t cl;
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clientConnection_t clc;
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clientStatic_t cls;
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@ -2306,9 +2304,9 @@ void CL_CheckForResend( void ) {
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#endif
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// The challenge request shall be followed by a client challenge so no malicious server can hijack this connection.
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// Add the heartbeat gamename so the server knows we're running the correct game and can reject the client
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// Add the gamename so the server knows we're running the correct game or can reject the client
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// with a meaningful message
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Com_sprintf(data, sizeof(data), "getchallenge %d %s", clc.challenge, Cvar_VariableString("sv_heartbeat"));
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Com_sprintf(data, sizeof(data), "getchallenge %d %s", clc.challenge, com_gamename->string);
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NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "%s", data);
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break;
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@ -3472,8 +3470,6 @@ void CL_Init( void ) {
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// ~ and `, as keys and characters
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cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "~ ` 0x7e 0x60", CVAR_ARCHIVE);
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cl_gamename = Cvar_Get("cl_gamename", GAMENAME_FOR_MASTER, CVAR_TEMP);
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// userinfo
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Cvar_Get ("name", "UnnamedPlayer", CVAR_USERINFO | CVAR_ARCHIVE );
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Cvar_Get ("rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE );
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@ -3696,9 +3692,19 @@ void CL_ServerInfoPacket( netadr_t from, msg_t *msg ) {
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char info[MAX_INFO_STRING];
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char *infoString;
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int prot;
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char *gamename;
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infoString = MSG_ReadString( msg );
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// if this isn't the correct gamename, ignore it
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gamename = Info_ValueForKey( infoString, "gamename" );
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if (gamename && *gamename && strcmp(gamename, com_gamename->string))
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{
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Com_DPrintf( "Game mismatch in info packet: %s\n", infoString );
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return;
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}
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// if this isn't the correct protocol version, ignore it
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prot = atoi( Info_ValueForKey( infoString, "protocol" ) );
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@ -4078,16 +4084,17 @@ void CL_GlobalServers_f( void ) {
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if(v4enabled)
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{
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Com_sprintf(command, sizeof(command), "getserversExt %s %s",
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cl_gamename->string, Cmd_Argv(2));
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com_gamename->string, Cmd_Argv(2));
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}
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else
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{
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Com_sprintf(command, sizeof(command), "getserversExt %s %s ipv6",
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cl_gamename->string, Cmd_Argv(2));
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com_gamename->string, Cmd_Argv(2));
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}
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}
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else
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Com_sprintf(command, sizeof(command), "getservers %s", Cmd_Argv(2));
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Com_sprintf(command, sizeof(command), "getservers %s %s",
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com_gamename->string, Cmd_Argv(2));
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for (i=3; i < count; i++)
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{
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@ -85,6 +85,7 @@ cvar_t *com_minimized;
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cvar_t *com_maxfpsMinimized;
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cvar_t *com_abnormalExit;
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cvar_t *com_standalone;
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cvar_t *com_gamename;
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cvar_t *com_protocol;
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#ifdef LEGACY_PROTOCOL
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cvar_t *com_legacyprotocol;
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@ -2793,6 +2794,7 @@ void Com_Init( char *commandLine ) {
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s = va("%s %s %s", Q3_VERSION, PLATFORM_STRING, __DATE__ );
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com_version = Cvar_Get ("version", s, CVAR_ROM | CVAR_SERVERINFO );
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com_gamename = Cvar_Get("com_gamename", GAMENAME_FOR_MASTER, CVAR_SERVERINFO | CVAR_INIT);
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com_protocol = Cvar_Get("com_protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_INIT);
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#ifdef LEGACY_PROTOCOL
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com_legacyprotocol = Cvar_Get("com_legacyprotocol", va("%i", PROTOCOL_LEGACY_VERSION), CVAR_INIT);
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@ -31,27 +31,26 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define BASEGAME "foobar"
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#define CLIENT_WINDOW_TITLE "changeme"
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#define CLIENT_WINDOW_MIN_TITLE "changeme2"
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#define GAMENAME_FOR_MASTER "iofoo3" // must NOT contain whitespaces
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#define HEARTBEAT_FOR_MASTER GAMENAME_FOR_MASTER
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#define FLATLINE_FOR_MASTER GAMENAME_FOR_MASTER "dead"
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#define HOMEPATH_NAME_UNIX ".foo"
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#define HOMEPATH_NAME_WIN "FooBar"
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#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
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#define GAMENAME_FOR_MASTER "foobar" // must NOT contain whitespace
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// #define LEGACY_PROTOCOL // You probably don't need this for your standalone game
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#else
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#define PRODUCT_NAME "ioq3"
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#define BASEGAME "baseq3"
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#define CLIENT_WINDOW_TITLE "ioquake3"
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#define CLIENT_WINDOW_MIN_TITLE "ioq3"
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#define GAMENAME_FOR_MASTER "Quake3Arena"
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#define HEARTBEAT_FOR_MASTER "QuakeArena-1"
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#define FLATLINE_FOR_MASTER HEARTBEAT_FOR_MASTER
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#define HOMEPATH_NAME_UNIX ".q3a"
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#define HOMEPATH_NAME_WIN "Quake3"
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#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
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#define GAMENAME_FOR_MASTER "Quake3Arena"
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#define LEGACY_PROTOCOL
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#endif
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// Heartbeat for dpmaster protocol. You shouldn't change this unless you know what you're doing
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#define HEARTBEAT_FOR_MASTER "DarkPlaces"
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#define BASETA "missionpack"
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#ifndef PRODUCT_VERSION
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@ -870,6 +870,7 @@ extern cvar_t *sv_paused;
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extern cvar_t *cl_packetdelay;
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extern cvar_t *sv_packetdelay;
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extern cvar_t *com_gamename;
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extern cvar_t *com_protocol;
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#ifdef LEGACY_PROTOCOL
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extern cvar_t *com_legacyprotocol;
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@ -294,8 +294,6 @@ extern cvar_t *sv_lanForceRate;
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extern cvar_t *sv_strictAuth;
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#endif
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extern cvar_t *sv_banFile;
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extern cvar_t *sv_heartbeat;
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extern cvar_t *sv_flatline;
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extern serverBan_t serverBans[SERVER_MAXBANS];
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extern int serverBansCount;
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@ -70,10 +70,10 @@ void SV_GetChallenge(netadr_t from)
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if(gameName && *gameName)
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{
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// reject client if the heartbeat string sent by the client doesn't match ours
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if(strcmp(gameName, sv_heartbeat->string))
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if(strcmp(gameName, com_gamename->string))
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{
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NET_OutOfBandPrint(NS_SERVER, from, "print\nGame mismatch: This is a %s server\n",
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sv_heartbeat->string);
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com_gamename->string);
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return;
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}
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}
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@ -686,8 +686,6 @@ void SV_Init (void)
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sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
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#endif
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sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE);
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sv_heartbeat = Cvar_Get("sv_heartbeat", HEARTBEAT_FOR_MASTER, CVAR_INIT);
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sv_flatline = Cvar_Get("sv_flatline", FLATLINE_FOR_MASTER, CVAR_INIT);
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// initialize bot cvars so they are listed and can be set before loading the botlib
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SV_BotInitCvars();
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@ -61,9 +61,6 @@ cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates t
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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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cvar_t *sv_heartbeat; // Heartbeat string that is sent to the master
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cvar_t *sv_flatline; // If the master server supports it we can send a flatline
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// when server is killed
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serverBan_t serverBans[SERVER_MAXBANS];
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int serverBansCount = 0;
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void SV_MasterShutdown( void ) {
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// send a hearbeat right now
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svs.nextHeartbeatTime = -9999;
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SV_MasterHeartbeat(sv_flatline->string);
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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(sv_flatline->string);
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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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// to prevent timed spoofed reply packets that add ghost servers
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Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
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Info_SetValueForKey( infostring, "gamename", com_gamename->string );
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#ifdef LEGACY_PROTOCOL
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if(com_legacyprotocol->integer > 0)
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Info_SetValueForKey(infostring, "protocol", va("%i", com_legacyprotocol->integer));
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@ -1154,7 +1153,7 @@ void SV_Frame( int msec ) {
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SV_SendClientMessages();
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// send a heartbeat to the master if needed
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SV_MasterHeartbeat(sv_heartbeat->string);
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SV_MasterHeartbeat(HEARTBEAT_FOR_MASTER);
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}
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/*
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