mirror of
https://github.com/Mauler125/r5sdk.git
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If the code was ran in the main thread, it would never fire the actual check logic. This patch changed the code so it would always fire from the start of the frame. Also fixed a memory leak that occurred when passing in an external banned list to SV_CheckClientsForBan (previously, 'SV_CheckForBan'); the code always allocated a new banned list, but only freed it if no external banned list was provided. This patch changed the code so it only allocates it if no external one is provided.
241 lines
8.3 KiB
C++
241 lines
8.3 KiB
C++
//=============================================================================//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// server.cpp: implementation of the CServer class.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "core/stdafx.h"
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#include "common/protocol.h"
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#include "tier1/cvar.h"
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#include "tier1/strtools.h"
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#include "engine/server/sv_main.h"
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#include "engine/server/server.h"
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#include "networksystem/pylon.h"
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#include "networksystem/bansystem.h"
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#include "ebisusdk/EbisuSDK.h"
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#include "public/edict.h"
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#include "pluginsystem/pluginsystem.h"
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//---------------------------------------------------------------------------------
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// Console variables
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//---------------------------------------------------------------------------------
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ConVar sv_showconnecting("sv_showconnecting", "1", FCVAR_RELEASE, "Logs information about the connecting client to the console");
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ConVar sv_globalBanlist("sv_globalBanlist", "1", FCVAR_RELEASE, "Determines whether or not to use the global banned list.", false, 0.f, false, 0.f, "0 = Disable, 1 = Enable.");
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ConVar sv_banlistRefreshRate("sv_banlistRefreshRate", "30.0", FCVAR_DEVELOPMENTONLY, "Banned list refresh rate (seconds).", true, 1.f, false, 0.f);
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ConVar sv_statusRefreshRate("sv_statusRefreshRate", "0.5", FCVAR_RELEASE, "Server status refresh rate (seconds).", true, 0.f, false, 0.f);
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static ConVar sv_validatePersonaName("sv_validatePersonaName", "1", FCVAR_RELEASE, "Validate the client's textual persona name on connect.");
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static ConVar sv_minPersonaNameLength("sv_minPersonaNameLength", "4", FCVAR_RELEASE, "The minimum length of the client's textual persona name.", true, 0.f, false, 0.f);
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static ConVar sv_maxPersonaNameLength("sv_maxPersonaNameLength", "16", FCVAR_RELEASE, "The maximum length of the client's textual persona name.", true, 0.f, false, 0.f);
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//---------------------------------------------------------------------------------
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// Purpose: Gets the number of human players on the server
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// Output : int
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//---------------------------------------------------------------------------------
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int CServer::GetNumHumanPlayers(void) const
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{
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int nHumans = 0;
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for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
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{
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CClient* pClient = g_pServer->GetClient(i);
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if (!pClient)
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continue;
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if (pClient->IsHumanPlayer())
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nHumans++;
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}
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return nHumans;
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}
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//---------------------------------------------------------------------------------
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// Purpose: Gets the number of fake clients on the server
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// Output : int
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//---------------------------------------------------------------------------------
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int CServer::GetNumFakeClients(void) const
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{
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int nBots = 0;
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for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
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{
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CClient* pClient = g_pServer->GetClient(i);
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if (!pClient)
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continue;
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if (pClient->IsConnected() && pClient->IsFakeClient())
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nBots++;
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}
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return nBots;
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}
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//---------------------------------------------------------------------------------
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// Purpose: Gets the number of clients on the server
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// Output : int
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//---------------------------------------------------------------------------------
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int CServer::GetNumClients(void) const
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{
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int nClients = 0;
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for (int i = 0; i < g_ServerGlobalVariables->m_nMaxClients; i++)
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{
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CClient* pClient = g_pServer->GetClient(i);
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if (!pClient)
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continue;
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if (pClient->IsConnected())
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nClients++;
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}
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return nClients;
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}
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//---------------------------------------------------------------------------------
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// Purpose: Rejects connection request and sends back a message
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// Input : iSocket -
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// *pChallenge -
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// *szMessage -
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//---------------------------------------------------------------------------------
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void CServer::RejectConnection(int iSocket, netadr_t* pNetAdr, const char* szMessage)
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{
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CServer__RejectConnection(this, iSocket, pNetAdr, szMessage);
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}
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//---------------------------------------------------------------------------------
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// Purpose: Initializes a CSVClient for a new net connection. This will only be called
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// once for a player each game, not once for each level change.
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// Input : *pServer -
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// *pChallenge -
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// Output : pointer to client instance on success, nullptr on failure
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//---------------------------------------------------------------------------------
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CClient* CServer::ConnectClient(CServer* pServer, user_creds_s* pChallenge)
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{
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if (pServer->m_State < server_state_t::ss_active)
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return nullptr;
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char* pszPersonaName = pChallenge->personaName;
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uint64_t nNucleusID = pChallenge->personaId;
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char pszAddresBuffer[128]; // Render the client's address.
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pChallenge->netAdr.ToString(pszAddresBuffer, sizeof(pszAddresBuffer), true);
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const bool bEnableLogging = sv_showconnecting.GetBool();
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const int nPort = int(ntohs(pChallenge->netAdr.GetPort()));
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if (bEnableLogging)
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Msg(eDLL_T::SERVER, "Processing connectionless challenge for '[%s]:%i' ('%llu')\n",
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pszAddresBuffer, nPort, nNucleusID);
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bool bValidName = false;
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if (VALID_CHARSTAR(pszPersonaName) &&
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V_IsValidUTF8(pszPersonaName))
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{
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if (sv_validatePersonaName.GetBool() &&
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!IsValidPersonaName(pszPersonaName, sv_minPersonaNameLength.GetInt(), sv_maxPersonaNameLength.GetInt()))
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{
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bValidName = false;
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}
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else
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{
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bValidName = true;
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}
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}
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// Only proceed connection if the client's name is valid and UTF-8 encoded.
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if (!bValidName)
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{
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pServer->RejectConnection(pServer->m_Socket, &pChallenge->netAdr, "#Valve_Reject_Invalid_Name");
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if (bEnableLogging)
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Warning(eDLL_T::SERVER, "Connection rejected for '[%s]:%i' ('%llu' has an invalid name!)\n",
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pszAddresBuffer, nPort, nNucleusID);
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return nullptr;
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}
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if (g_BanSystem.IsBanListValid())
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{
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if (g_BanSystem.IsBanned(pszAddresBuffer, nNucleusID))
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{
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pServer->RejectConnection(pServer->m_Socket, &pChallenge->netAdr, "#Valve_Reject_Banned");
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if (bEnableLogging)
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Warning(eDLL_T::SERVER, "Connection rejected for '[%s]:%i' ('%llu' is banned from this server!)\n",
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pszAddresBuffer, nPort, nNucleusID);
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return nullptr;
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}
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}
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CClient* pClient = CServer__ConnectClient(pServer, pChallenge);
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for (auto& callback : !g_PluginSystem.GetConnectClientCallbacks())
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{
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if (!callback(pServer, pClient, pChallenge))
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{
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pClient->Disconnect(REP_MARK_BAD, "#Valve_Reject_Banned");
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return nullptr;
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}
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}
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if (pClient && sv_globalBanlist.GetBool())
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{
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if (!pClient->GetNetChan()->GetRemoteAddress().IsLoopback())
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{
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const string addressBufferCopy(pszAddresBuffer);
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const string personaNameCopy(pszPersonaName);
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std::thread th(SV_CheckForBanAndDisconnect, pClient, addressBufferCopy, nNucleusID, personaNameCopy, nPort);
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th.detach();
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}
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}
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return pClient;
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}
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//---------------------------------------------------------------------------------
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// Purpose: Sends netmessage to all active clients
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// Input : *msg -
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// onlyActive -
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// reliable -
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//---------------------------------------------------------------------------------
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void CServer::BroadcastMessage(CNetMessage* const msg, const bool onlyActive, const bool reliable)
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{
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CServer__BroadcastMessage(this, msg, onlyActive, reliable);
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}
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//---------------------------------------------------------------------------------
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// Purpose: Runs the server frame job
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// Input : flFrameTime -
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// bRunOverlays -
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// bUpdateFrame -
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//---------------------------------------------------------------------------------
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void CServer::FrameJob(double flFrameTime, bool bRunOverlays, bool bUpdateFrame)
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{
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CServer__FrameJob(flFrameTime, bRunOverlays, bUpdateFrame);
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}
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//---------------------------------------------------------------------------------
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// Purpose: Runs the server frame
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// Input : *pServer -
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//---------------------------------------------------------------------------------
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void CServer::RunFrame(CServer* pServer)
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{
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CServer__RunFrame(pServer);
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}
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///////////////////////////////////////////////////////////////////////////////
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void VServer::Detour(const bool bAttach) const
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{
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DetourSetup(&CServer__RunFrame, &CServer::RunFrame, bAttach);
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DetourSetup(&CServer__ConnectClient, &CServer::ConnectClient, bAttach);
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DetourSetup(&CServer__FrameJob, &CServer::FrameJob, bAttach);
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}
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///////////////////////////////////////////////////////////////////////////////
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CServer* g_pServer = nullptr;
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CClientExtended CServer::sm_ClientsExtended[MAX_PLAYERS];
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