r5sdk/r5dev/engine/client/client.cpp

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//===============================================================================//
//
// Purpose:
//
// $NoKeywords: $
//
//===============================================================================//
// client.cpp: implementation of the CClient class.
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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!).
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#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "tier1/strtools.h"
#include "engine/server/server.h"
#include "engine/client/client.h"
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!).
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// 128+1 so that the client still receives the 'console command too long' message.
#define STRINGCMD_MAX_LEN 129
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//---------------------------------------------------------------------------------
// Purpose: throw away any residual garbage in the channel
//---------------------------------------------------------------------------------
void CClient::Clear(void)
{
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#ifndef CLIENT_DLL
g_ServerPlayer[GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
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v_CClient_Clear(this);
}
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!).
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//---------------------------------------------------------------------------------
// Purpose: throw away any residual garbage in the channel
// Input : *pClient -
//---------------------------------------------------------------------------------
void CClient::VClear(CClient* pClient)
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{
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pClient->Clear();
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}
//---------------------------------------------------------------------------------
// Purpose: connect new client
// Input : *szName -
// *pNetChannel -
// bFakePlayer -
// *a5 -
// *szMessage -
// nMessageSize -
// Output : true if connection was successful, false otherwise
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//---------------------------------------------------------------------------------
bool CClient::Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)
{
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return v_CClient_Connect(this, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize);
}
//---------------------------------------------------------------------------------
// Purpose: connect new client
// Input : *pClient -
// *szName -
// *pNetChannel -
// bFakePlayer -
// *a5 -
// *szMessage -
// nMessageSize -
// Output : true if connection was successful, false otherwise
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!).
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//---------------------------------------------------------------------------------
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bool CClient::VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)
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!).
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{
bool bResult = v_CClient_Connect(pClient, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize);
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#ifndef CLIENT_DLL
g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
return bResult;
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: disconnect client
// Input : nRepLvl -
// *szReason -
// ... -
//---------------------------------------------------------------------------------
void CClient::Disconnect(const Reputation_t nRepLvl, const char* szReason, ...)
{
if (m_nSignonState != SIGNONSTATE::SIGNONSTATE_NONE)
{
char szBuf[1024];
{/////////////////////////////
va_list vArgs;
va_start(vArgs, szReason);
vsnprintf(szBuf, sizeof(szBuf), szReason, vArgs);
szBuf[sizeof(szBuf) - 1] = '\0';
va_end(vArgs);
}/////////////////////////////
v_CClient_Disconnect(this, nRepLvl, szBuf);
}
}
//---------------------------------------------------------------------------------
// Purpose: activate player
// Input : *pClient -
//---------------------------------------------------------------------------------
void CClient::VActivatePlayer(CClient* pClient)
{
// Set the client instance to 'ready' before calling ActivatePlayer.
pClient->SetPersistenceState(PERSISTENCE::PERSISTENCE_READY);
v_CClient_ActivatePlayer(pClient);
#ifndef CLIENT_DLL
const CNetChan* pNetChan = pClient->GetNetChan();
if (pNetChan && sv_showconnecting->GetBool())
{
DevMsg(eDLL_T::SERVER, "Activated player #%d; channel %s(%s) ('%llu')\n",
pClient->GetUserID(), pNetChan->GetName(), pNetChan->GetAddress(), pClient->GetNucleusID());
}
#endif // !CLIENT_DLL
}
//---------------------------------------------------------------------------------
// Purpose: send a net message with replay.
// set 'CNetMessage::m_nGroup' to 'NoReplay' to disable replay.
// Input : *pMsg -
// bLocal -
// bForceReliable -
// bVoice -
//---------------------------------------------------------------------------------
bool CClient::SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)
{
if (!ShouldReplayMessage(pMsg))
{
// Don't copy the message into the replay buffer.
pMsg->m_nGroup = NetMessageGroup::NoReplay;
}
return v_CClient_SendNetMsgEx(this, pMsg, bLocal, bForceReliable, bVoice);
}
//---------------------------------------------------------------------------------
// Purpose: send a snapshot
// Input : *pClient -
// *pFrame -
// nTick -
// nTickAck -
//---------------------------------------------------------------------------------
void* CClient::VSendSnapshot(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck)
{
return v_CClient_SendSnapshot(pClient, pFrame, nTick, nTickAck);
}
//---------------------------------------------------------------------------------
// Purpose: process string commands (kicking anyone attempting to DOS)
// Input : *pClient - (ADJ)
// *pMsg -
// Output : false if cmd should be passed to CServerGameClients
//---------------------------------------------------------------------------------
bool CClient::VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg)
{
#ifndef CLIENT_DLL
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
CClient* pClient_Adj = pClient;
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
/* Original function called method "CClient::ExecuteStringCommand" with an optimization
* that shifted the 'this' pointer with 8 bytes.
* Since this has been inlined with "CClient::ProcessStringCmd" as of S2, the shifting
* happens directly to anything calling this function. */
char* pShifted = reinterpret_cast<char*>(pClient) - 8;
CClient* pClient_Adj = reinterpret_cast<CClient*>(pShifted);
#endif // !GAMEDLL_S0 || !GAMEDLL_S1
int nUserID = pClient_Adj->GetUserID();
ServerPlayer_t* pSlot = &g_ServerPlayer[nUserID];
double flStartTime = Plat_FloatTime();
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int nCmdQuotaLimit = sv_quota_stringCmdsPerSecond->GetInt();
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if (!nCmdQuotaLimit)
return true;
const char* pCmd = pMsg->cmd;
// Just skip if the cmd pointer is null, we still check if the
// client sent too many commands and take appropriate actions.
// The internal function discards the command if it's null.
if (pCmd)
{
// If the string length exceeds 128, the will engine return a 'command
// string too long' message back to the client that issued it and
// subsequently jettison the string cmd. Before this routine gets hit,
// the entire string gets parsed (up to 512 bytes). There is an issue
// in CUtlBuffer::ParseToken() that causes it to read past its buffer;
// mostly seems to happen on 32bit, but a carefully crafted string
// should work on 64bit too). The fix is to just null everything past
// the maximum allowed length. The second 'theoretical' fix would be to
// properly fix CUtlBuffer::ParseToken() by computing the UTF8 character
// size each iteration and check if it still doesn't exceed bounds.
memset(&pMsg->buffer[STRINGCMD_MAX_LEN],
'\0', sizeof(pMsg->buffer) - (STRINGCMD_MAX_LEN));
if (!V_IsValidUTF8(pCmd))
{
Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' sent invalid string command!)\n",
pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID());
pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_INVALID_STRINGCMD");
return true;
}
}
if (flStartTime - pSlot->m_flStringCommandQuotaTimeStart >= 1.0)
{
pSlot->m_flStringCommandQuotaTimeStart = flStartTime;
pSlot->m_nStringCommandQuotaCount = 0;
}
++pSlot->m_nStringCommandQuotaCount;
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if (pSlot->m_nStringCommandQuotaCount > nCmdQuotaLimit)
{
Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' exceeded string command quota!)\n",
pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID());
pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_STRINGCMD_OVERFLOW");
return true;
}
#endif // !CLIENT_DLL
return v_CClient_ProcessStringCmd(pClient, pMsg);
}
//---------------------------------------------------------------------------------
// Purpose: internal hook to 'CClient::SendNetMsgEx'
// Input : *pClient -
// *pMsg -
// bLocal -
// bForceReliable -
// bVoice -
//---------------------------------------------------------------------------------
bool CClient::VSendNetMsgEx(CClient* pClient, CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)
{
return pClient->SendNetMsgEx(pMsg, bLocal, bForceReliable, bVoice);
}
void VClient::Attach(void) const
{
#ifndef CLIENT_DLL
DetourAttach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourAttach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourAttach((LPVOID*)&v_CClient_ActivatePlayer, &CClient::VActivatePlayer);
DetourAttach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
DetourAttach((LPVOID*)&v_CClient_SendNetMsgEx, &CClient::VSendNetMsgEx);
//DetourAttach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
#endif // !CLIENT_DLL
}
void VClient::Detach(void) const
{
#ifndef CLIENT_DLL
DetourDetach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourDetach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourDetach((LPVOID*)&v_CClient_ActivatePlayer, &CClient::VActivatePlayer);
DetourDetach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
DetourDetach((LPVOID*)&v_CClient_SendNetMsgEx, &CClient::VSendNetMsgEx);
//DetourDetach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
#endif // !CLIENT_DLL
}