r5sdk/r5dev/engine/host_state.cpp
Kawe Mazidjatari 48bc69b028 Initial implementation of bulk ban checking
Initial implementation of the bulk ban check system. This implementation takes a snapshot of the currently connected clients, sends it up to the master server, and the master server returns anything within this list that is marked 'banned'. The server would then kick the player from the server. This commit also removes the global banned list cache, as the bulk checking system offers a lot more freedom regarding banning specific players and have it sync across all available servers.
2023-04-28 23:47:58 +02:00

475 lines
15 KiB
C++

//=============================================================================//
//
// Purpose: Runs the state machine for the host & server.
//
//=============================================================================//
// host_state.cpp:.
//
/////////////////////////////////////////////////////////////////////////////////
#include "core/stdafx.h"
#include "tier0/jobthread.h"
#include "tier0/commandline.h"
#include "tier0/fasttimer.h"
#include "tier1/cmd.h"
#include "tier1/cvar.h"
#include "tier1/NetAdr.h"
#include "tier2/socketcreator.h"
#include "vpc/keyvalues.h"
#include "datacache/mdlcache.h"
#ifndef CLIENT_DLL
#include "engine/server/sv_rcon.h"
#endif // !CLIENT_DLL
#ifndef DEDICATED
#include "engine/client/cl_rcon.h"
#include "engine/client/cl_main.h"
#include "engine/client/clientstate.h"
#endif // DEDICATED
#include "engine/net.h"
#include "engine/gl_screen.h"
#include "engine/host.h"
#include "engine/host_cmd.h"
#include "engine/host_state.h"
#include "engine/sys_engine.h"
#include "engine/modelloader.h"
#include "engine/cmodel_bsp.h"
#ifndef CLIENT_DLL
#include "engine/server/server.h"
#endif // !CLIENT_DLL
#include "rtech/rtech_game.h"
#include "rtech/rtech_utils.h"
#include "rtech/stryder/stryder.h"
#ifndef DEDICATED
#include "vgui/vgui_baseui_interface.h"
#include "client/vengineclient_impl.h"
#endif // DEDICATED
#include "networksystem/pylon.h"
#ifndef CLIENT_DLL
#include "networksystem/bansystem.h"
#endif // !CLIENT_DLL
#include "networksystem/listmanager.h"
#include "public/edict.h"
#ifndef CLIENT_DLL
#include "game/server/gameinterface.h"
#endif // !CLIENT_DLL
#include "squirrel/sqinit.h"
//-----------------------------------------------------------------------------
// Purpose: state machine's main processing loop
//-----------------------------------------------------------------------------
void CHostState::FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime)
{
static bool bInitialized = false;
static bool bResetIdleName = false;
if (!bInitialized)
{
g_pHostState->Setup();
bInitialized = true;
}
g_pHostState->Think();
#ifndef CLIENT_DLL
RCONServer()->RunFrame();
#endif // !CLIENT_DLL
#ifndef DEDICATED
RCONClient()->RunFrame();
#endif // !DEDICATED
HostStates_t oldState{};
// Disable "warning C4611: interaction between '_setjmp' and C++ object destruction is non-portable"
#pragma warning(push)
#pragma warning(disable : 4611)
if (setjmp(*host_abortserver))
{
g_pHostState->Init();
return;
}
#pragma warning(pop)
else
{
#ifndef CLIENT_DLL
*g_bAbortServerSet = true;
#endif // !CLIENT_DLL
do
{
Cbuf_Execute();
oldState = g_pHostState->m_iCurrentState;
switch (g_pHostState->m_iCurrentState)
{
case HostStates_t::HS_NEW_GAME:
{
g_pHostState->State_NewGame();
break;
}
case HostStates_t::HS_CHANGE_LEVEL_SP:
{
g_pHostState->State_ChangeLevelSP();
break;
}
case HostStates_t::HS_CHANGE_LEVEL_MP:
{
g_pHostState->State_ChangeLevelMP();
break;
}
case HostStates_t::HS_RUN:
{
if (!g_pHostState->m_bActiveGame)
{
if (bResetIdleName)
{
g_pHostState->ResetLevelName();
bResetIdleName = false;
}
}
else // Reset idle name the next non-active frame.
{
bResetIdleName = true;
}
CHostState_State_Run(&g_pHostState->m_iCurrentState, flCurrentTime, flFrameTime);
break;
}
case HostStates_t::HS_GAME_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, "%s: Shutdown host game\n", __FUNCTION__);
CHostState_State_GameShutDown(g_pHostState);
break;
}
case HostStates_t::HS_RESTART:
{
DevMsg(eDLL_T::ENGINE, "%s: Restarting state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
g_pEngine->SetNextState(IEngine::DLL_RESTART);
break;
}
case HostStates_t::HS_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, "%s: Shutdown state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
g_pEngine->SetNextState(IEngine::DLL_CLOSE);
break;
}
default:
{
break;
}
}
} while ((oldState != HostStates_t::HS_RUN || (g_pHostState->m_iNextState == HostStates_t::HS_LOAD_GAME && single_frame_shutdown_for_reload->GetBool()))
&& oldState != HostStates_t::HS_SHUTDOWN
&& oldState != HostStates_t::HS_RESTART);
}
}
//-----------------------------------------------------------------------------
// Purpose: state machine initialization
//-----------------------------------------------------------------------------
void CHostState::Init(void)
{
if (m_iNextState != HostStates_t::HS_SHUTDOWN)
{
if (m_iNextState == HostStates_t::HS_GAME_SHUTDOWN)
{
CHostState_State_GameShutDown(this);
}
else
{
m_iCurrentState = HostStates_t::HS_RUN;
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !single_frame_shutdown_for_reload->GetInt())
m_iNextState = HostStates_t::HS_RUN;
}
}
m_flShortFrameTime = 1.0f;
m_bActiveGame = false;
m_bRememberLocation = false;
m_bBackgroundLevel = false;
m_bWaitingForConnection = false;
m_levelName[0] = 0;
m_landMarkName[0] = 0;
m_mapGroupName[0] = 0;
m_bSplitScreenConnect = false;
m_bGameHasShutDownAndFlushedMemory = true;
m_vecLocation.Init();
m_angLocation.Init();
m_iServerState = HostStates_t::HS_NEW_GAME;
}
//-----------------------------------------------------------------------------
// Purpose: state machine setup
//-----------------------------------------------------------------------------
void CHostState::Setup(void)
{
g_pHostState->LoadConfig();
#ifndef CLIENT_DLL
g_pBanSystem->Load();
#endif // !CLIENT_DLL
ConVar::PurgeHostNames();
net_usesocketsforloopback->SetValue(1);
if (net_useRandomKey->GetBool())
{
NET_GenerateKey();
}
#if !defined (DEDICATED) && !defined (CLIENT_DLL)
// Parallel processing of 'C_BaseAnimating::SetupBones()' is currently
// not supported on listen servers running the local client due to an
// engine bug specific to S3 that still needs to be addressed. Remove
// this once the issue has been solved:
if (cl_threaded_bone_setup->GetBool())
{
cl_threaded_bone_setup->SetValue(false);
}
#endif // !DEDICATED && !CLIENT_DLL
ResetLevelName();
}
//-----------------------------------------------------------------------------
// Purpose: think
//-----------------------------------------------------------------------------
void CHostState::Think(void) const
{
#ifndef CLIENT_DLL
static bool bInitialized = false;
static CFastTimer statsTimer;
static CFastTimer banListTimer;
#ifdef DEDICATED
static CFastTimer pylonTimer;
#endif // DEDICATED
if (!bInitialized) // Initialize clocks.
{
statsTimer.Start();
banListTimer.Start();
#ifdef DEDICATED
pylonTimer.Start();
#endif // DEDICATED
bInitialized = true;
}
if (sv_autoReloadRate->GetBool())
{
if (g_ServerGlobalVariables->m_flCurTime > sv_autoReloadRate->GetDouble())
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "reload\n", cmd_source_t::kCommandSrcCode);
}
}
if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshRate->GetDouble())
{
SetConsoleTitleA(Format("%s - %d/%d Players (%s on %s)",
hostname->GetString(), g_pServer->GetNumClients(),
g_ServerGlobalVariables->m_nMaxClients, KeyValues_GetCurrentPlaylist(), m_levelName).c_str());
statsTimer.Start();
}
if (sv_globalBanlist->GetBool() &&
banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshRate->GetDouble())
{
SV_CheckForBan();
banListTimer.Start();
}
#ifdef DEDICATED
if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshRate->GetDouble())
{
const NetGameServer_t netGameServer
{
hostname->GetString(),
hostdesc->GetString(),
sv_pylonVisibility->GetInt() == EServerVisibility_t::HIDDEN,
g_pHostState->m_levelName,
mp_gamemode->GetString(),
hostip->GetString(),
hostport->GetString(),
g_pNetKey->GetBase64NetKey(),
std::to_string(*g_nServerRemoteChecksum),
SDK_VERSION,
std::to_string(g_pServer->GetNumClients()),
std::to_string(g_ServerGlobalVariables->m_nMaxClients),
std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count()
};
std::thread(&CPylon::KeepAlive, g_pMasterServer, netGameServer).detach();
pylonTimer.Start();
}
#endif // DEDICATED
#endif // !CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: load and execute configuration files
//-----------------------------------------------------------------------------
void CHostState::LoadConfig(void) const
{
if (CommandLine()->ParmValue("-launcher", 0) < 1) // Launcher level 1 indicates everything is handled from the commandline/launcher.
{
if (!CommandLine()->CheckParm("-devsdk"))
{
#ifndef CLIENT_DLL
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server.cfg\"", cmd_source_t::kCommandSrcCode);
#endif //!CLIENT_DLL
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec.cfg\"", cmd_source_t::kCommandSrcCode);
}
else // Development configs.
{
#ifndef CLIENT_DLL
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
#endif //!CLIENT_DLL
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_dev.cfg\"", cmd_source_t::kCommandSrcCode);
}
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"bind.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_Execute();
}
}
//-----------------------------------------------------------------------------
// Purpose: shutdown active game
//-----------------------------------------------------------------------------
void CHostState::GameShutDown(void)
{
if (m_bActiveGame)
{
#ifndef CLIENT_DLL
g_pServerGameDLL->GameShutdown();
#endif // !CLIENT_DLL
m_bActiveGame = false;
ResetLevelName();
}
}
//-----------------------------------------------------------------------------
// Purpose: initialize new game
//-----------------------------------------------------------------------------
void CHostState::State_NewGame(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Loading level: '%s'\n", __FUNCTION__, g_pHostState->m_levelName);
LARGE_INTEGER time{};
bool bSplitScreenConnect = m_bSplitScreenConnect;
m_bSplitScreenConnect = 0;
#ifndef CLIENT_DLL
if (!g_pServerGameClients) // Init Game if it ain't valid.
{
SV_InitGameDLL();
}
#endif // !CLIENT_DLL
#ifndef CLIENT_DLL
if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
|| !v_Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
#ifndef DEDICATED
SCR_EndLoadingPlaque();
#endif // !DEDICATED
GameShutDown();
}
#endif // !CLIENT_DLL
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
// Purpose: change singleplayer level
//-----------------------------------------------------------------------------
void CHostState::State_ChangeLevelSP(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Changing singleplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 1.5; // Set frame time.
if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
v_Host_ChangeLevel(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
// Purpose: change multiplayer level
//-----------------------------------------------------------------------------
void CHostState::State_ChangeLevelMP(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Changing multiplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 0.5; // Set frame time.
#ifndef CLIENT_DLL
g_pServerGameDLL->LevelShutdown();
#endif // !CLIENT_DLL
if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
#ifndef DEDICATED
g_pEngineVGui->EnabledProgressBarForNextLoad();
#endif // !DEDICATED
v_Host_ChangeLevel(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
// Purpose: resets the level name
//-----------------------------------------------------------------------------
void CHostState::ResetLevelName(void)
{
static const char* szNoMap = "no_map";
Q_snprintf(const_cast<char*>(m_levelName), sizeof(m_levelName), "%s", szNoMap);
}
void VHostState::Attach(void) const
{
DetourAttach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
void VHostState::Detach(void) const
{
DetourDetach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
///////////////////////////////////////////////////////////////////////////////
CHostState* g_pHostState = nullptr;