//=============================================================================// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // server.cpp: implementation of the CServer class. // ///////////////////////////////////////////////////////////////////////////////// #include "core/stdafx.h" #include "common/protocol.h" #include "tier1/cvar.h" #include "tier1/strtools.h" #include "engine/server/sv_main.h" #include "engine/server/server.h" #include "networksystem/pylon.h" #include "networksystem/bansystem.h" #include "ebisusdk/EbisuSDK.h" #include "public/edict.h" #include "pluginsystem/pluginsystem.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_pServer->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_pServer->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_pServer->GetClient(i); if (!pClient) continue; if (pClient->IsConnected()) nClients++; } return nClients; } //--------------------------------------------------------------------------------- // 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: 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 - // *pChallenge - // 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) return nullptr; char* pszPersonaName = pChallenge->personaName; uint64_t nNucleusID = pChallenge->personaId; char pszAddresBuffer[128]; // Render the client's address. pChallenge->netAdr.ToString(pszAddresBuffer, sizeof(pszAddresBuffer), true); const bool bEnableLogging = sv_showconnecting->GetBool(); const int nPort = int(ntohs(pChallenge->netAdr.GetPort())); if (bEnableLogging) Msg(eDLL_T::SERVER, "Processing connectionless challenge for '[%s]:%i' ('%llu')\n", pszAddresBuffer, nPort, nNucleusID); bool bValidName = false; if (VALID_CHARSTAR(pszPersonaName) && V_IsValidUTF8(pszPersonaName)) { if (sv_validatePersonaName->GetBool() && !IsValidPersonaName(pszPersonaName, sv_minPersonaNameLength->GetInt(), sv_maxPersonaNameLength->GetInt())) { bValidName = false; } else { bValidName = true; } } // Only proceed connection if the client's name is valid and UTF-8 encoded. if (!bValidName) { pServer->RejectConnection(pServer->m_Socket, &pChallenge->netAdr, "#Valve_Reject_Invalid_Name"); if (bEnableLogging) Warning(eDLL_T::SERVER, "Connection rejected for '[%s]:%i' ('%llu' has an invalid name!)\n", pszAddresBuffer, nPort, nNucleusID); return nullptr; } if (g_pBanSystem->IsBanListValid()) { if (g_pBanSystem->IsBanned(pszAddresBuffer, nNucleusID)) { pServer->RejectConnection(pServer->m_Socket, &pChallenge->netAdr, "#Valve_Reject_Banned"); if (bEnableLogging) Warning(eDLL_T::SERVER, "Connection rejected for '[%s]:%i' ('%llu' is banned from this server!)\n", pszAddresBuffer, nPort, nNucleusID); return nullptr; } } CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge); for (auto& callback : !g_pPluginSystem->GetConnectClientCallbacks()) { if (!callback(pServer, pClient, pChallenge)) { pClient->Disconnect(REP_MARK_BAD, "#Valve_Reject_Banned"); return nullptr; } } if (pClient && sv_globalBanlist->GetBool()) { if (!pClient->GetNetChan()->GetRemoteAddress().IsLoopback()) { std::thread th(SV_IsClientBanned, pClient, string(pszAddresBuffer), nNucleusID, string(pszPersonaName), nPort); th.detach(); } } return pClient; } //--------------------------------------------------------------------------------- // Purpose: Sends netmessage to all active clients // Input : *msg - // onlyActive - // reliable - //--------------------------------------------------------------------------------- void CServer::BroadcastMessage(CNetMessage* const msg, const bool onlyActive, const bool reliable) { v_CServer_BroadcastMessage(this, msg, onlyActive, reliable); } //--------------------------------------------------------------------------------- // Purpose: Runs the server frame job // Input : flFrameTime - // bRunOverlays - // bUpdateFrame - //--------------------------------------------------------------------------------- void CServer::FrameJob(double flFrameTime, bool bRunOverlays, bool bUpdateFrame) { v_CServer_FrameJob(flFrameTime, bRunOverlays, bUpdateFrame); } //--------------------------------------------------------------------------------- // Purpose: Runs the server frame // Input : *pServer - //--------------------------------------------------------------------------------- void CServer::RunFrame(CServer* pServer) { v_CServer_RunFrame(pServer); } /////////////////////////////////////////////////////////////////////////////// void VServer::Detour(const bool bAttach) const { DetourSetup(&v_CServer_RunFrame, &CServer::RunFrame, bAttach); #if defined(GAMEDLL_S3) DetourSetup(&v_CServer_ConnectClient, &CServer::ConnectClient, bAttach); DetourSetup(&v_CServer_FrameJob, &CServer::FrameJob, bAttach); #endif // !TODO: S1 and S2 CServer functions require work. } /////////////////////////////////////////////////////////////////////////////// CServer* g_pServer = nullptr;