//===============================================================================// // // Purpose: // // $NoKeywords: $ // //===============================================================================// // client.cpp: implementation of the CClient class. // /////////////////////////////////////////////////////////////////////////////////// #include "core/stdafx.h" #include "tier1/cvar.h" #include "tier1/strtools.h" #include "engine/server/server.h" #include "engine/client/client.h" //--------------------------------------------------------------------------------- // Purpose: checks if this client is an actual human player // Output : true if human, false otherwise //--------------------------------------------------------------------------------- bool CClient::IsHumanPlayer(void) const { if (!IsConnected()) return false; if (IsFakeClient()) return false; return true; } //--------------------------------------------------------------------------------- // Purpose: throw away any residual garbage in the channel //--------------------------------------------------------------------------------- void CClient::Clear(void) { #ifndef CLIENT_DLL g_ServerPlayer[GetUserID()].Reset(); // Reset ServerPlayer slot. #endif // !CLIENT_DLL v_CClient_Clear(this); } //--------------------------------------------------------------------------------- // Purpose: throw away any residual garbage in the channel // Input : *pClient - //--------------------------------------------------------------------------------- void CClient::VClear(CClient* pClient) { #ifndef CLIENT_DLL g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot. #endif // !CLIENT_DLL v_CClient_Clear(pClient); } //--------------------------------------------------------------------------------- // Purpose: connect new client // Input : *szName - // *pNetChannel - // bFakePlayer - // *a5 - // *szMessage - // nMessageSize - // Output : true if connection was successful, false otherwise //--------------------------------------------------------------------------------- bool CClient::Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize) { return v_CClient_Connect(this, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize); } //--------------------------------------------------------------------------------- // Purpose: connect new client // Input : *pClient - // *szName - // *pNetChannel - // bFakePlayer - // *a5 - // *szMessage - // nMessageSize - // Output : true if connection was successful, false otherwise //--------------------------------------------------------------------------------- bool CClient::VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize) { bool bResult = v_CClient_Connect(pClient, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize); #ifndef CLIENT_DLL g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot. #endif // !CLIENT_DLL return bResult; } //--------------------------------------------------------------------------------- // Purpose: disconnect client // Input : nRepLvl - // *szReason - // ... - //--------------------------------------------------------------------------------- void CClient::Disconnect(const Reputation_t nRepLvl, const char* szReason, ...) { if (m_nSignonState != SIGNONSTATE::SIGNONSTATE_NONE) { char szBuf[1024]; {///////////////////////////// va_list vArgs; va_start(vArgs, szReason); vsnprintf(szBuf, sizeof(szBuf), szReason, vArgs); szBuf[sizeof(szBuf) - 1] = '\0'; va_end(vArgs); }///////////////////////////// v_CClient_Disconnect(this, nRepLvl, szBuf); } } //--------------------------------------------------------------------------------- // Purpose: activate player // Input : *pClient - //--------------------------------------------------------------------------------- void CClient::VActivatePlayer(CClient* pClient) { // Set the client instance to 'ready' before calling ActivatePlayer. pClient->SetPersistenceState(PERSISTENCE::PERSISTENCE_READY); v_CClient_ActivatePlayer(pClient); if (sv_showconnecting->GetBool()) { const CNetChan* pNetChan = pClient->GetNetChan(); DevMsg(eDLL_T::SERVER, "Activated player #%d; channel %s(%s) ('%llu')\n", pClient->GetUserID(), pNetChan->GetName(), pNetChan->GetAddress(), pClient->GetNucleusID()); } } //--------------------------------------------------------------------------------- // Purpose: send a net message with replay. // set 'CNetMessage::m_nGroup' to 'NoReplay' to disable replay. // Input : *pMsg - // bLocal - // bForceReliable - // bVoice - //--------------------------------------------------------------------------------- bool CClient::SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice) { if (!ShouldReplayMessage(pMsg)) { // Don't copy the message into the replay buffer. pMsg->m_nGroup = NetMessageGroup::NoReplay; } return v_CClient_SendNetMsgEx(this, pMsg, bLocal, bForceReliable, bVoice); } //--------------------------------------------------------------------------------- // Purpose: send a snapshot // Input : *pClient - // *pFrame - // nTick - // nTickAck - //--------------------------------------------------------------------------------- void* CClient::VSendSnapshot(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck) { return v_CClient_SendSnapshot(pClient, pFrame, nTick, nTickAck); } //--------------------------------------------------------------------------------- // Purpose: process string commands (kicking anyone attempting to DOS) // Input : *pClient - (ADJ) // *pMsg - // Output : false if cmd should be passed to CServerGameClients //--------------------------------------------------------------------------------- bool CClient::VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg) { #ifndef CLIENT_DLL #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) CClient* pClient_Adj = pClient; #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) /* Original function called method "CClient::ExecuteStringCommand" with an optimization * that shifted the 'this' pointer with 8 bytes. * Since this has been inlined with "CClient::ProcessStringCmd" as of S2, the shifting * happens directly to anything calling this function. */ char* pShifted = reinterpret_cast(pClient) - 8; CClient* pClient_Adj = reinterpret_cast(pShifted); #endif // !GAMEDLL_S0 || !GAMEDLL_S1 int nUserID = pClient_Adj->GetUserID(); ServerPlayer_t* pSlot = &g_ServerPlayer[nUserID]; double flStartTime = Plat_FloatTime(); int nCmdQuotaLimit = sv_quota_stringCmdsPerSecond->GetInt(); if (!nCmdQuotaLimit) return true; const char* pCmd = pMsg->cmd; // Just skip if the cmd pointer is null, we still check if the // client sent too many commands and take appropriate actions. // The internal function discards the command if it's null. if (pCmd && !V_IsValidUTF8(pCmd)) { Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' sent invalid string command!)\n", pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID()); pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_INVALID_STRINGCMD"); return true; } if (flStartTime - pSlot->m_flStringCommandQuotaTimeStart >= 1.0) { pSlot->m_flStringCommandQuotaTimeStart = flStartTime; pSlot->m_nStringCommandQuotaCount = 0; } ++pSlot->m_nStringCommandQuotaCount; if (pSlot->m_nStringCommandQuotaCount > nCmdQuotaLimit) { Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' exceeded string command quota!)\n", pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID()); pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_STRINGCMD_OVERFLOW"); return true; } #endif // !CLIENT_DLL return v_CClient_ProcessStringCmd(pClient, pMsg); } //--------------------------------------------------------------------------------- // Purpose: internal hook to 'CClient::SendNetMsgEx' // Input : *pClient - // *pMsg - // bLocal - // bForceReliable - // bVoice - //--------------------------------------------------------------------------------- bool CClient::VSendNetMsgEx(CClient* pClient, CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice) { return pClient->SendNetMsgEx(pMsg, bLocal, bForceReliable, bVoice); }