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** SERVER ** * Close redundant connections if max sockets have been reached. * Ban if client keeps spamming without authing first (ignoring message). * Check for whitelisted address before issuing bans (whitelisted address in ConVar 'sv_rcon_whitelist_address' will never get banned or get its connection terminated. * Transmit SQVM and DevMsg logs over the wire to the net console. ** NETCON ** * IPv6 support. * Close connection properly after FIN request. * Prompt user to reconnect after connection has been terminated instead of closing the application. * Add proper quit command. ** SDKLAUNCHER ** * Rename to 'launcher.exe' to describe its purpose better. Our logo gets printed nice and large on the console during startup. ** SDK ** * Cleanup.
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
#pragma once
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#include "tier1/NetAdr2.h"
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#include "tier2/socketcreator.h"
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#include "common/igameserverdata.h"
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constexpr char s_pszNoAuthMessage[] = "This server is password protected for console access. Must send 'PASS <password>' command.\n\r";
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constexpr char s_pszWrongPwMessage[] = "Password incorrect.\n\r";
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constexpr char s_pszBannedMessage[] = "Go away.\n\r";
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class CRConServer
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{
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public:
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void Init(void);
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void Think(void);
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void RunFrame(void);
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void Recv(void);
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void Send(const char* pszBuf);
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void Auth(CConnectedNetConsoleData* pData);
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void HandleInputChars(const char* pszIn, int nRecvLen, CConnectedNetConsoleData* pData);
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void Execute(CConnectedNetConsoleData* pData);
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bool CheckForBan(CConnectedNetConsoleData* pData);
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void CloseConnection(void);
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void CloseNonAuthConnection(void);
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private:
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bool m_bInitialized = false;
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int m_nConnIndex = 0;
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CNetAdr2* m_pAdr2 = new CNetAdr2();
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CSocketCreator* m_pSocket = new CSocketCreator();
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std::vector<std::string> m_vBannedAddress;
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};
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extern CRConServer* g_pRConServer; |