mirror of
https://github.com/Mauler125/r5sdk.git
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The WebSocket system is now fully split up. The global network module initialization is moved to DLL init so the websocket class could be used for anything. The LiveAPI system now also mostly runs in the server frame thread, the convar change callbacks still need to be latched to the server frame thread however.
243 lines
8.3 KiB
C++
243 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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#include "rtech/liveapi/liveapi.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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LiveAPISystem()->RunFrame();
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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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