//=============================================================================// // // 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 "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: 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) 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(); 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 (!VALID_CHARSTAR(pszPersonaName) || !IsValidUTF8(pszPersonaName) || !IsValidPersonaName(pszPersonaName)) { pServer->RejectConnection(pServer->m_Socket, &pChallenge->netAdr, "#Valve_Reject_Invalid_Name"); if (bEnableLogging) Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' has an invalid name!)\n", pszAddresBuffer, 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' ('%llu' is banned from this server!)\n", pszAddresBuffer, nNucleusID); return nullptr; } } CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge); if (pClient && sv_globalBanlist->GetBool()) { std::thread th(SV_IsClientBanned, pClient, string(pszAddresBuffer), nNucleusID, string(pszPersonaName)); th.detach(); } 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;