Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.
The ban commands have the 'sv_' prefix removed. CBaseEntity::InputKill expects 'kickid' to be present, it uses this to kick the player once the entity has been destroyed. Not doing so could lead into a crash or other undesired behavior.
Initial implementation of the bulk ban check system. This implementation takes a snapshot of the currently connected clients, sends it up to the master server, and the master server returns anything within this list that is marked 'banned'. The server would then kick the player from the server. This commit also removes the global banned list cache, as the bulk checking system offers a lot more freedom regarding banning specific players and have it sync across all available servers.
* Refactored code; kick & ban now share the same function.
* Kick & ban will now log a confirmation to the console.
* Players in refused list will no longer get banned, this was initially performed to keep load off the master server, but this turned out to be excessive. It also caused the side effect of having players banned even if their bans have been removed from the master server.
* Fixed bug where multiple of the same entries get added to the global ban/refuse list.
* Fixed bug where we still use the client instance after deleting it in 'CBanSystem::BanListCheck()'.
* Load banlist at a later state (not at construction of class), this is needed for a future change of adapting the 'business' code to feature the game's FileSystem.
* CServer cleanup.
* More detailed ban messages (banned, added to refused list, removed from slot, etc..).
* Use localization key for banned message ("#Valve_Reject_Banned").
* Add const qualifiers to all CPylon methods.
Note:
* This commit requires changes on the master server, these changes are already performed, however the new master server isn't live yet until we publish the new release.
* Run 'CHostState::Think()' in the main thread.
* Construct 'NetGameServer_t' objects in main thread before dispatching (TODO: browser).
* Dispatch the call to 'CBanSystem::AddConnectionRefuse' from 'SV_IsClientBanned' to the main thread if we aren't main.
* Return bool for CBanSystem::AddEntry and CBanSystem::DeleteEntry for future optimizations (next commit).