//=============================================================================// // // 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" #include "networksystem/pylon.h" #include "networksystem/bansystem.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: client to server authentication // Input : *this - // *pInpacket - // Output : pointer to client instance on success, nullptr on failure //--------------------------------------------------------------------------------- CClient* CServer::Authenticate(CServer* pServer, user_creds_s* pInpacket) { string svIpAddress = pInpacket->m_nAddr.GetAddress(); if (sv_showconnecting->GetBool()) { DevMsg(eDLL_T::SERVER, "\n"); DevMsg(eDLL_T::SERVER, "______________________________________________________________\n"); DevMsg(eDLL_T::SERVER, "] AUTHENTICATION ---------------------------------------------\n"); DevMsg(eDLL_T::SERVER, "] UID : | '%s'\n", pInpacket->m_pUserID); DevMsg(eDLL_T::SERVER, "] OID : | '%llu'\n", pInpacket->m_nNucleusID); DevMsg(eDLL_T::SERVER, "] ADR : | '%s'\n", svIpAddress.c_str()); DevMsg(eDLL_T::SERVER, "--------------------------------------------------------------\n"); } if (g_pBanSystem->IsBanListValid()) // Is the banlist vector valid? { if (g_pBanSystem->IsBanned(svIpAddress, pInpacket->m_nNucleusID)) // Is the client trying to connect banned? { v_CServer_RejectConnection(pServer, pServer->m_Socket, pInpacket, "You have been banned from this server."); // RejectConnection for the client. if (sv_showconnecting->GetBool()) { Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' is banned from this server!)\n", svIpAddress.c_str(), pInpacket->m_nNucleusID); } return nullptr; } } if (sv_showconnecting->GetBool()) { DevMsg(eDLL_T::SERVER, "\n"); } if (g_bCheckCompBanDB) { if (g_pMasterServer) { std::thread th(SV_IsClientBanned, g_pMasterServer, svIpAddress, pInpacket->m_nNucleusID); th.detach(); } } return v_CServer_Authenticate(pServer, pInpacket); } /////////////////////////////////////////////////////////////////////////////// void CServer_Attach() { DetourAttach((LPVOID*)&v_CServer_Authenticate, &CServer::Authenticate); } void CServer_Detach() { DetourDetach((LPVOID*)&v_CServer_Authenticate, &CServer::Authenticate); } /////////////////////////////////////////////////////////////////////////////// bool g_bCheckCompBanDB = true; // Maybe make this a static method in CServer? It won't be added to the struct offsets then. CServer* g_pServer = nullptr;