r5sdk/r5dev/server/server.cpp

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include "core/stdafx.h"
#include "tier0/cvar.h"
#include "engine/sys_utils.h"
#include "server/server.h"
#include "client/client.h"
#include "networksystem/r5net.h"
#include "public/include/bansystem.h"
//-----------------------------------------------------------------------------
// Purpose: checks if particular client is banned on the comp server
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
//-----------------------------------------------------------------------------
void IsClientBanned(R5Net::Client* pR5net, const std::string svIPAddr, std::int64_t nNucleusID)
{
std::string svError = std::string();
R5Net::GetIsUserBannedMSRequest req{nNucleusID, svIPAddr};
R5Net::GetIsUserBannedMSResponse res = pR5net->GetClientIsBanned(req);
switch (res.status)
{
// TODO: EVENTUALLY IMPLEMENT SITUATIONS WHERE REQUEST DIDNT SUCCEED
}
bool bCompBanned = res.isBanned;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
if (bCompBanned)
{
while (bCompBanned)
{
std::this_thread::sleep_for(std::chrono::milliseconds(500));
for (int i = 0; i < MAX_PLAYERS; i++) // Loop through all possible client instances.
{
CClient* pClient = g_pClient->GetClientInstance(i); // Get client instance.
if (!pClient) // Client instance valid?
{
continue;
}
if (!pClient->GetNetChan()) // Netchan valid?
{
continue;
}
std::int64_t nOriginID = pClient->m_iOriginID; // Get originID.
if (nOriginID != nNucleusID) // See if they match.
{
continue;
}
g_pBanSystem->AddConnectionRefuse(svError, pClient->m_iUserID + 1); // Add to the vector.
bCompBanned = false;
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: client to server authentication
//-----------------------------------------------------------------------------
void* HCServer_Authenticate(void* pServer, user_creds* pInpacket)
{
std::string svIpAddress = "null";
ADDRESS ipAddressField = ADDRESS(&pInpacket->m_nIpAddr);
if (ipAddressField && ipAddressField.GetValue<int>() != 0x0)
{
std::stringstream ss;
ss << std::to_string(ipAddressField.GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x1).GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x2).GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x3).GetValue<std::uint8_t>());
svIpAddress = ss.str();
}
if (sv_showconnecting->m_pParent->m_iValue > 0)
{
DevMsg(eDLL_T::SERVER, "\n");
DevMsg(eDLL_T::SERVER, "______________________________________________________________\n");
DevMsg(eDLL_T::SERVER, "] AUTHENTICATION_DETAILS -------------------------------------\n");
DevMsg(eDLL_T::SERVER, "] UserID : | '%s'\n", pInpacket->m_nUserID);
DevMsg(eDLL_T::SERVER, "] OriginID : | '%lld'\n", pInpacket->m_nNucleusID);
DevMsg(eDLL_T::SERVER, "] IP-ADDR : | '%s'\n", svIpAddress.c_str());
DevMsg(eDLL_T::SERVER, "--------------------------------------------------------------\n");
}
if (g_pBanSystem->IsBanListValid()) // Is the banlist vector valid?
{
if (g_pBanSystem->IsBanned(svIpAddress, pInpacket->m_nNucleusID)) // Is the client trying to connect banned?
{
CServer_RejectConnection(pServer, *(unsigned int*)((std::uintptr_t)pServer + 0xC), pInpacket, "You have been banned from this Server."); // RejectConnection for the client.
if (sv_showconnecting->m_pParent->m_iValue > 0)
{
DevMsg(eDLL_T::SERVER, "] NOTICE : | THIS CLIENT IS BANNED!\n");
DevMsg(eDLL_T::SERVER, "--------------------------------------------------------------\n\n");
}
return nullptr;
}
}
if (sv_showconnecting->m_pParent->m_iValue > 0)
{
DevMsg(eDLL_T::SERVER, "\n");
}
if (g_bCheckCompBanDB)
{
if (g_pR5net)
{
std::thread th(IsClientBanned, g_pR5net, svIpAddress, pInpacket->m_nNucleusID);
th.detach();
}
}
return CServer_Authenticate(pServer, pInpacket);
}
///////////////////////////////////////////////////////////////////////////////
void CServer_Attach()
{
DetourAttach((LPVOID*)&CServer_Authenticate, &HCServer_Authenticate);
}
void CServer_Detach()
{
DetourDetach((LPVOID*)&CServer_Authenticate, &HCServer_Authenticate);
}
///////////////////////////////////////////////////////////////////////////////
bool g_bCheckCompBanDB = true;