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* Fixed bug where multiple of the same entries get added to the global ban/refuse list. * Fixed bug where we still use the client instance after deleting it in 'CBanSystem::BanListCheck()'. * Load banlist at a later state (not at construction of class), this is needed for a future change of adapting the 'business' code to feature the game's FileSystem. * CServer cleanup. * More detailed ban messages (banned, added to refused list, removed from slot, etc..). * Use localization key for banned message ("#Valve_Reject_Banned"). * Add const qualifiers to all CPylon methods. Note: * This commit requires changes on the master server, these changes are already performed, however the new master server isn't live yet until we publish the new release.
29 lines
1021 B
C++
29 lines
1021 B
C++
#include "core/stdafx.h"
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#include "tier0/threadtools.h"
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#include "tier0/frametask.h"
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#include "engine/server/sv_main.h"
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#include "networksystem/pylon.h"
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#include "networksystem/bansystem.h"
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//-----------------------------------------------------------------------------
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// Purpose: checks if particular client is banned on the comp server
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//-----------------------------------------------------------------------------
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void SV_IsClientBanned(const string& svIPAddr, const uint64_t nNucleusID)
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{
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string svError;
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bool bCompBanned = g_pMasterServer->CheckForBan(svIPAddr, nNucleusID, svError);
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if (bCompBanned)
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{
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if (!ThreadInMainThread())
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{
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g_TaskScheduler->Dispatch([svError, nNucleusID]
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{
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g_pBanSystem->AddConnectionRefuse(svError, nNucleusID); // Add to the vector.
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}, 0);
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}
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Warning(eDLL_T::SERVER, "Added '%s' to refused list ('%llu' is banned from the master server!)\n", svIPAddr.c_str(), nNucleusID);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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