r5sdk/r5dev/engine/server/server.cpp

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//=============================================================================//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// server.cpp: implementation of the CServer class.
//
/////////////////////////////////////////////////////////////////////////////////
#include "core/stdafx.h"
#include "common/protocol.h"
#include "tier1/cvar.h"
#include "engine/server/sv_main.h"
#include "engine/server/server.h"
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#include "networksystem/pylon.h"
#include "networksystem/bansystem.h"
#include "ebisusdk/EbisuSDK.h"
#include "public/edict.h"
//---------------------------------------------------------------------------------
// Purpose: Gets the number of human players on the server
// Output : int
//---------------------------------------------------------------------------------
int CServer::GetNumHumanPlayers(void) const
{
int nHumans = 0;
for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
{
CClient* pClient = g_pClient->GetClient(i);
if (!pClient)
continue;
if (pClient->IsHumanPlayer())
nHumans++;
}
return nHumans;
}
//---------------------------------------------------------------------------------
// Purpose: Gets the number of fake clients on the server
// Output : int
//---------------------------------------------------------------------------------
int CServer::GetNumFakeClients(void) const
{
int nBots = 0;
for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
{
CClient* pClient = g_pClient->GetClient(i);
if (!pClient)
continue;
if (pClient->IsConnected() && pClient->IsFakeClient())
nBots++;
}
return nBots;
}
//---------------------------------------------------------------------------------
// Purpose: Gets the number of clients on the server
// Output : int
//---------------------------------------------------------------------------------
int CServer::GetNumClients(void) const
{
int nClients = 0;
for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
{
CClient* pClient = g_pClient->GetClient(i);
if (!pClient)
continue;
if (pClient->IsConnected())
nClients++;
}
return nClients;
}
//---------------------------------------------------------------------------------
// Purpose: client to server authentication
// Input : *pChallenge -
// Output : true if user isn't banned, false otherwise
//---------------------------------------------------------------------------------
bool CServer::AuthClient(user_creds_s* pChallenge)
{
char* pUserID = pChallenge->m_pUserID;
uint64_t nNucleusID = pChallenge->m_nNucleusID;
char pszAddresBuffer[INET6_ADDRSTRLEN]; // Render the client's address.
pChallenge->m_nAddr.ToString(pszAddresBuffer, sizeof(pszAddresBuffer));
const bool bEnableLogging = sv_showconnecting->GetBool();
if (bEnableLogging)
DevMsg(eDLL_T::SERVER, "Processing connectionless challenge for '%s' ('%llu')\n", pszAddresBuffer, nNucleusID);
// Only proceed connection if the client's name is valid and UTF-8 encoded.
if (!pUserID || !pUserID[0] || !IsValidUTF8(pUserID) || !IsValidPersonaName(pUserID))
{
RejectConnection(m_Socket, &pChallenge->m_nAddr, "#Valve_Reject_Invalid_Name");
if (bEnableLogging)
Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' has an invalid name!)\n", pszAddresBuffer, nNucleusID);
return false;
}
if (g_pBanSystem->IsBanListValid())
{
if (g_pBanSystem->IsBanned(pszAddresBuffer, nNucleusID))
{
RejectConnection(m_Socket, &pChallenge->m_nAddr, "#Valve_Reject_Banned");
if (bEnableLogging)
Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' is banned from this server!)\n", pszAddresBuffer, nNucleusID);
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return false;
}
}
if (sv_globalBanlist->GetBool())
{
std::thread th(SV_IsClientBanned, string(pszAddresBuffer), nNucleusID);
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th.detach();
}
return true;
}
//---------------------------------------------------------------------------------
// Purpose: Initializes a CSVClient for a new net connection. This will only be called
// once for a player each game, not once for each level change.
// Input : *pServer -
// *pInpacket -
// Output : pointer to client instance on success, nullptr on failure
//---------------------------------------------------------------------------------
CClient* CServer::ConnectClient(CServer* pServer, user_creds_s* pChallenge)
{
if (pServer->m_State < server_state_t::ss_active || !pServer->AuthClient(pChallenge))
return nullptr;
CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge);
return pClient;
}
//---------------------------------------------------------------------------------
// Purpose: Rejects connection request and sends back a message
// Input : iSocket -
// *pChallenge -
// *szMessage -
//---------------------------------------------------------------------------------
void CServer::RejectConnection(int iSocket, netadr_t* pNetAdr, const char* szMessage)
{
v_CServer_RejectConnection(this, iSocket, pNetAdr, szMessage);
}
//---------------------------------------------------------------------------------
// Purpose: Runs the server frame job
// Input : flFrameTime -
// bRunOverlays -
// bUniformSnapshotInterval -
//---------------------------------------------------------------------------------
void CServer::FrameJob(double flFrameTime, bool bRunOverlays, bool bUniformSnapshotInterval)
{
v_CServer_FrameJob(flFrameTime, bRunOverlays, bUniformSnapshotInterval);
}
//---------------------------------------------------------------------------------
// Purpose: Runs the server frame
// Input : *pServer -
//---------------------------------------------------------------------------------
void CServer::RunFrame(CServer* pServer)
{
v_CServer_RunFrame(pServer);
}
///////////////////////////////////////////////////////////////////////////////
void VServer::Attach() const
{
DetourAttach(&v_CServer_RunFrame, &CServer::RunFrame);
#if defined(GAMEDLL_S3)
DetourAttach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
DetourAttach((LPVOID*)&v_CServer_FrameJob, &CServer::FrameJob);
#endif // !TODO: S1 and S2 CServer functions require work.
}
void VServer::Detach() const
{
DetourDetach(&v_CServer_RunFrame, &CServer::RunFrame);
#if defined(GAMEDLL_S3)
DetourDetach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
DetourDetach((LPVOID*)&v_CServer_FrameJob, &CServer::FrameJob);
#endif // !TODO: S1 and S2 CServer functions require work.
}
///////////////////////////////////////////////////////////////////////////////
CServer* g_pServer = nullptr;