r5sdk/r5dev/engine/client/clientstate.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
//
// Purpose:
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
//
// $NoKeywords: $
//
//=============================================================================//
// clientstate.cpp: implementation of the CClientState class.
//
/////////////////////////////////////////////////////////////////////////////////
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 "mathlib/bitvec.h"
#include "tier0/frametask.h"
#include "engine/common.h"
#include "engine/host.h"
#include "engine/host_cmd.h"
#ifndef CLIENT_DLL
#include "engine/server/server.h"
#endif // !CLIENT_DLL
#include "clientstate.h"
#include "common/callback.h"
#include "cdll_engine_int.h"
#include "vgui/vgui_baseui_interface.h"
#include "rtech/playlists/playlists.h"
#include <ebisusdk/EbisuSDK.h>
#include <engine/cmd.h>
//------------------------------------------------------------------------------
// Purpose: console command callbacks
//------------------------------------------------------------------------------
static void SetName_f(const CCommand& args)
{
if (args.ArgC() < 2)
return;
if (!IsOriginDisabled())
return;
const char* pszName = args.Arg(1);
if (!pszName[0])
pszName = "unnamed";
const size_t nLen = strlen(pszName);
if (nLen > MAX_PERSONA_NAME_LEN)
return;
// Update nucleus name.
memset(g_PersonaName, '\0', MAX_PERSONA_NAME_LEN);
strncpy(g_PersonaName, pszName, nLen);
}
//------------------------------------------------------------------------------
// Purpose: console commands
//------------------------------------------------------------------------------
static ConCommand cl_setname("cl_setname", SetName_f, "Sets the client's persona name", FCVAR_RELEASE);
//------------------------------------------------------------------------------
// Purpose: returns true if client simulation is paused
//------------------------------------------------------------------------------
bool CClientState::IsPaused() const
{
return m_bPaused || !*host_initialized || g_pEngineVGui->ShouldPause();
}
//------------------------------------------------------------------------------
// Purpose: returns true if client is fully connected and active
//------------------------------------------------------------------------------
bool CClientState::IsActive(void) const
{
return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL;
};
//------------------------------------------------------------------------------
// Purpose: returns true if client connected but not active
//------------------------------------------------------------------------------
bool CClientState::IsConnected(void) const
{
return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED;
};
//------------------------------------------------------------------------------
// Purpose: returns true if client is still connecting
//------------------------------------------------------------------------------
bool CClientState::IsConnecting(void) const
{
return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NONE;
}
//------------------------------------------------------------------------------
// Purpose: gets the client time
// Technically doesn't belong here
//------------------------------------------------------------------------------
float CClientState::GetClientTime() const
{
if (m_bClockCorrectionEnabled)
{
return (float)m_ClockDriftMgr.m_nSimulationTick * g_pCommonHostState->interval_per_tick;
}
else
{
return m_flClockDriftFrameTime;
}
}
//------------------------------------------------------------------------------
// Purpose: gets the simulation tick count
//------------------------------------------------------------------------------
int CClientState::GetTick() const
{
return m_ClockDriftMgr.m_nSimulationTick;
}
//------------------------------------------------------------------------------
// Purpose: gets the last-received server tick count
//------------------------------------------------------------------------------
int CClientState::GetServerTickCount() const
{
return m_ClockDriftMgr.m_nServerTick;
}
//------------------------------------------------------------------------------
// Purpose: sets the server tick count
//------------------------------------------------------------------------------
void CClientState::SetServerTickCount(int tick)
{
m_ClockDriftMgr.m_nServerTick = tick;
}
//------------------------------------------------------------------------------
// Purpose: gets the client tick count
//------------------------------------------------------------------------------
int CClientState::GetClientTickCount() const
{
return m_ClockDriftMgr.m_nClientTick;
}
//------------------------------------------------------------------------------
// Purpose: sets the client tick count
//------------------------------------------------------------------------------
void CClientState::SetClientTickCount(int tick)
{
m_ClockDriftMgr.m_nClientTick = tick;
}
//------------------------------------------------------------------------------
// Purpose: gets the client frame time
//------------------------------------------------------------------------------
float CClientState::GetFrameTime() const
{
if (IsPaused())
{
return 0.0f;
}
return m_flFrameTime;
}
//------------------------------------------------------------------------------
// Purpose: called when connection to the server has been closed
//------------------------------------------------------------------------------
void CClientState::VConnectionClosing(CClientState* thisptr, const char* szReason)
{
CClientState__ConnectionClosing(thisptr, szReason);
// Delay execution to the next frame; this is required to avoid a rare crash.
// Cannot reload playlists while still disconnecting.
g_TaskQueue.Dispatch([]()
{
// Reload the local playlist to override the cached
// one from the server we got disconnected from.
v_Playlists_Download_f();
Playlists_SDKInit();
}, 0);
}
//------------------------------------------------------------------------------
// Purpose: called when a SVC_ServerTick messages comes in.
// This function has an additional check for the command tick against '-1',
// if it is '-1', we process statistics only. This is required as the game
// no longer can process server ticks every frame unlike previous games.
// Without this, the server CPU and frame time don't get updated to the client.
//------------------------------------------------------------------------------
bool CClientState::VProcessServerTick(CClientState* thisptr, SVC_ServerTick* msg)
{
if (msg->m_NetTick.m_nCommandTick != -1)
{
// Updates statistics and updates clockdrift.
return CClientState__ProcessServerTick(thisptr, msg);
}
else // Statistics only.
{
CClientState* const thisptr_ADJ = thisptr->GetShiftedBasePointer();
if (thisptr_ADJ->IsConnected())
{
CNetChan* const pChan = thisptr_ADJ->m_NetChannel;
pChan->SetRemoteFramerate(msg->m_NetTick.m_flHostFrameTime, msg->m_NetTick.m_flHostFrameTimeStdDeviation);
pChan->SetRemoteCPUStatistics(msg->m_NetTick.m_nServerCPU);
}
return true;
}
}
//------------------------------------------------------------------------------
// Purpose: processes string commands sent from server
// Input : *thisptr -
// *msg -
// Output : true on success, false otherwise
//------------------------------------------------------------------------------
bool CClientState::_ProcessStringCmd(CClientState* thisptr, NET_StringCmd* msg)
{
CClientState* const thisptr_ADJ = thisptr->GetShiftedBasePointer();
if (thisptr_ADJ->m_bRestrictServerCommands
#ifndef CLIENT_DLL
&& !g_pServer->IsActive()
#endif // !CLIENT_DLL
)
{
CCommand args;
args.Tokenize(msg->cmd, cmd_source_t::kCommandSrcInvalid);
if (args.ArgC() > 0)
{
if (!Cbuf_AddTextWithMarkers(msg->cmd,
eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE,
eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE))
{
DevWarning(eDLL_T::CLIENT, "%s: No room for %i execution markers; command \"%s\" ignored\n",
__FUNCTION__, 2, msg->cmd);
}
return true;
}
}
else
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), msg->cmd, cmd_source_t::kCommandSrcCode);
}
return true;
}
//------------------------------------------------------------------------------
// Purpose: create's string tables from string table data sent from server
// Input : *thisptr -
// *msg -
// Output : true on success, false otherwise
//------------------------------------------------------------------------------
bool CClientState::_ProcessCreateStringTable(CClientState* thisptr, SVC_CreateStringTable* msg)
{
CClientState* const cl = thisptr->GetShiftedBasePointer();
if (!cl->IsConnected())
return false;
CNetworkStringTableContainer* const container = cl->m_StringTableContainer;
// Must have a string table container at this point!
if (!container)
{
Assert(0);
COM_ExplainDisconnection(true, "String table container missing.\n");
v_Host_Disconnect(true);
return false;
}
container->AllowCreation(true);
const ssize_t startbit = msg->m_DataIn.GetNumBitsRead();
CNetworkStringTable* const table = (CNetworkStringTable*)container->CreateStringTable(false, msg->m_szTableName,
msg->m_nMaxEntries, msg->m_nUserDataSize, msg->m_nUserDataSizeBits, msg->m_nDictFlags);
table->SetTick(cl->GetServerTickCount());
CClientState__HookClientStringTable(cl, msg->m_szTableName);
if (msg->m_bDataCompressed)
{
// TODO[ AMOS ]: check sizes before proceeding to decode
// the string tables
unsigned int msgUncompressedSize = msg->m_DataIn.ReadLong();
unsigned int msgCompressedSize = msg->m_DataIn.ReadLong();
size_t uncompressedSize = msgUncompressedSize;
size_t compressedSize = msgCompressedSize;
bool bSuccess = false;
// TODO[ AMOS ]: this could do better. The engine does UINT_MAX-3
// which doesn't look very great. Clamp to more reasonable values
// than UINT_MAX-3 or UINT_MAX/2? The largest string tables sent
// are settings layout string tables which are roughly 256KiB
// compressed with LZSS. perhaps clamp this to something like 16MiB?
if (msg->m_DataIn.TotalBytesAvailable() > 0 &&
msgCompressedSize <= (unsigned int)msg->m_DataIn.TotalBytesAvailable() &&
msgCompressedSize < UINT_MAX / 2 && msgUncompressedSize < UINT_MAX / 2)
{
// allocate buffer for uncompressed data, align to 4 bytes boundary
uint8_t* const uncompressedBuffer = new uint8_t[PAD_NUMBER(msgUncompressedSize, 4)];
uint8_t* const compressedBuffer = new uint8_t[PAD_NUMBER(msgCompressedSize, 4)];
msg->m_DataIn.ReadBytes(compressedBuffer, msgCompressedSize);
// uncompress data
bSuccess = NET_BufferToBufferDecompress(compressedBuffer, compressedSize, uncompressedBuffer, uncompressedSize);
bSuccess &= (uncompressedSize == msgUncompressedSize);
if (bSuccess)
{
bf_read data(uncompressedBuffer, (int)uncompressedSize);
table->ParseUpdate(data, msg->m_nNumEntries);
}
delete[] uncompressedBuffer;
delete[] compressedBuffer;
}
if (!bSuccess)
{
Assert(false);
DevWarning(eDLL_T::CLIENT, "%s: Received malformed string table message!\n", __FUNCTION__);
}
}
else
{
table->ParseUpdate(msg->m_DataIn, msg->m_nNumEntries);
}
container->AllowCreation(false);
const ssize_t endbit = msg->m_DataIn.GetNumBitsRead();
return (endbit - startbit) == msg->m_nLength;
}
//------------------------------------------------------------------------------
// Purpose: processes user message data
// Input : *thisptr -
// *msg -
// Output : true on success, false otherwise
//------------------------------------------------------------------------------
bool CClientState::_ProcessUserMessage(CClientState* thisptr, SVC_UserMessage* msg)
{
CClientState* const cl = thisptr->GetShiftedBasePointer();
if (!cl->IsConnected())
return false;
// buffer for incoming user message
ALIGN4 byte userdata[MAX_USER_MSG_DATA] ALIGN4_POST = { 0 };
bf_read userMsg("UserMessage(read)", userdata, sizeof(userdata));
int bitsRead = msg->m_DataIn.ReadBitsClamped(userdata, msg->m_nLength);
userMsg.StartReading(userdata, Bits2Bytes(bitsRead));
// dispatch message to client.dll
if (!g_pHLClient->DispatchUserMessage(msg->m_nMsgType, &userMsg))
{
Warning(eDLL_T::CLIENT, "Couldn't dispatch user message (%i)\n", msg->m_nMsgType);
return false;
}
return true;
}
static ConVar cl_onlineAuthEnable("cl_onlineAuthEnable", "1", FCVAR_RELEASE, "Enables the client-side online authentication system");
static ConVar cl_onlineAuthToken("cl_onlineAuthToken", "", FCVAR_HIDDEN | FCVAR_USERINFO | FCVAR_DONTRECORD | FCVAR_SERVER_CANNOT_QUERY | FCVAR_PLATFORM_SYSTEM, "The client's online authentication token");
static ConVar cl_onlineAuthTokenSignature1("cl_onlineAuthTokenSignature1", "", FCVAR_HIDDEN | FCVAR_USERINFO | FCVAR_DONTRECORD | FCVAR_SERVER_CANNOT_QUERY | FCVAR_PLATFORM_SYSTEM, "The client's online authentication token signature", false, 0.f, false, 0.f, "Primary");
static ConVar cl_onlineAuthTokenSignature2("cl_onlineAuthTokenSignature2", "", FCVAR_HIDDEN | FCVAR_USERINFO | FCVAR_DONTRECORD | FCVAR_SERVER_CANNOT_QUERY | FCVAR_PLATFORM_SYSTEM, "The client's online authentication token signature", false, 0.f, false, 0.f, "Secondary");
2023-10-20 19:30:07 +02:00
//------------------------------------------------------------------------------
// Purpose: get authentication token for current connection context
// Input : *connectParams -
// *reasonBuf -
// reasonBufLen -
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// Output : true on success, false otherwise
//------------------------------------------------------------------------------
bool CClientState::Authenticate(connectparams_t* connectParams, char* const reasonBuf, const size_t reasonBufLen) const
{
#define FORMAT_ERROR_REASON(fmt, ...) V_snprintf(reasonBuf, reasonBufLen, fmt, ##__VA_ARGS__);
string msToken; // token returned by the masterserver authorising the client to play online
string message; // message returned by the masterserver about the result of the auth
// verify that the client is not lying about their account identity
// code is immediately discarded upon verification
const bool ret = g_MasterServer.AuthForConnection(*g_NucleusID, connectParams->netAdr, g_OriginAuthCode, msToken, message);
if (!ret)
{
FORMAT_ERROR_REASON("%s", message.c_str());
return false;
}
// get full token
const char* token = msToken.c_str();
// get a pointer to the delimiter that begins the token's signature
const char* tokenSignatureDelim = strrchr(token, '.');
if (!tokenSignatureDelim)
{
FORMAT_ERROR_REASON("Invalid token returned by MS");
return false;
}
// replace the delimiter with a null char so the first cvar only takes the header and payload data
*(char*)tokenSignatureDelim = '\0';
const size_t sigLength = strlen(tokenSignatureDelim) - 1;
cl_onlineAuthToken.SetValue(token);
if (sigLength > 0)
{
// get a pointer to the first part of the token signature to store in cl_onlineAuthTokenSignature1
const char* tokenSignaturePart1 = tokenSignatureDelim + 1;
cl_onlineAuthTokenSignature1.SetValue(tokenSignaturePart1);
if (sigLength > 255)
{
// get a pointer to the rest of the token signature to store in cl_onlineAuthTokenSignature2
const char* tokenSignaturePart2 = tokenSignaturePart1 + 255;
cl_onlineAuthTokenSignature2.SetValue(tokenSignaturePart2);
}
}
return true;
#undef REJECT_CONNECTION
}
bool IsLocalHost(connectparams_t* connectParams)
{
return (strstr(connectParams->netAdr, "localhost") || strstr(connectParams->netAdr, "127.0.0.1"));
}
void CClientState::VConnect(CClientState* thisptr, connectparams_t* connectParams)
{
if (cl_onlineAuthEnable.GetBool() && !IsLocalHost(connectParams))
{
char authFailReason[512];
if (!thisptr->Authenticate(connectParams, authFailReason, sizeof(authFailReason)))
{
COM_ExplainDisconnection(true, "Failed to authenticate for online play: %s", authFailReason);
return;
}
}
CClientState__Connect(thisptr, connectParams);
}
void VClientState::Detour(const bool bAttach) const
{
DetourSetup(&CClientState__ConnectionClosing, &CClientState::VConnectionClosing, bAttach);
DetourSetup(&CClientState__ProcessStringCmd, &CClientState::_ProcessStringCmd, bAttach);
DetourSetup(&CClientState__ProcessServerTick, &CClientState::VProcessServerTick, bAttach);
DetourSetup(&CClientState__ProcessCreateStringTable, &CClientState::_ProcessCreateStringTable, bAttach);
DetourSetup(&CClientState__ProcessUserMessage, &CClientState::_ProcessUserMessage, bAttach);
DetourSetup(&CClientState__Connect, &CClientState::VConnect, bAttach);
}
/////////////////////////////////////////////////////////////////////////////////
CClientState* g_pClientState = nullptr;
CClientState** g_pClientState_Shifted = nullptr;