r5sdk/r5dev/engine/server/server.cpp
Kawe Mazidjatari 13fcdaa442 Fix bug in 'CServer::AuthClient'
The IP that is sent to the server should be in base format only (no brackets or port). The buffer size was also too small to contain the entire length of the full IP address with port and brackets.
2023-04-22 20:30:53 +02:00

196 lines
6.5 KiB
C++

//=============================================================================//
//
// 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: client to server authentication
// Input : *pChallenge -
// Output : true if user isn't banned, false otherwise
//---------------------------------------------------------------------------------
bool CServer::AuthClient(user_creds_s* pChallenge)
{
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))
{
RejectConnection(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 false;
}
if (g_pBanSystem->IsBanListValid())
{
if (g_pBanSystem->IsBanned(pszAddresBuffer, nNucleusID))
{
RejectConnection(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 false;
}
}
if (sv_globalBanlist->GetBool())
{
std::thread th(SV_IsClientBanned, string(pszAddresBuffer), nNucleusID);
th.detach();
}
return true;
}
//---------------------------------------------------------------------------------
// 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 || !pServer->AuthClient(pChallenge))
return nullptr;
CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge);
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;