r5sdk/r5dev/engine/server/server.cpp
2022-10-07 22:32:08 +02:00

134 lines
4.4 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 "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: client to server authentication
// Input : *pChallenge -
// Output : true if user isn't banned, false otherwise
//---------------------------------------------------------------------------------
bool CServer::AuthClient(user_creds_s* pChallenge)
{
string svIpAddress = pChallenge->m_nAddr.GetAddress();
if (sv_showconnecting->GetBool())
DevMsg(eDLL_T::SERVER, "Processing connectionless challenge for '%s' ('%llu')\n", svIpAddress.c_str(), pChallenge->m_nNucleusID);
if (g_pBanSystem->IsBanListValid()) // Is the banned list vector valid?
{
if (g_pBanSystem->IsBanned(svIpAddress, pChallenge->m_nNucleusID)) // Is the client trying to connect banned?
{
RejectConnection(m_Socket, pChallenge, "#Valve_Reject_Banned"); // RejectConnection for the client.
if (sv_showconnecting->GetBool())
Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' is banned from this server!)\n", svIpAddress.c_str(), pChallenge->m_nNucleusID);
return false;
}
}
if (g_bCheckCompBanDB)
{
std::thread th(SV_IsClientBanned, svIpAddress, pChallenge->m_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->AuthClient(pChallenge))
{
CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge);
return pClient;
}
return nullptr;
}
//---------------------------------------------------------------------------------
// Purpose: Rejects connection request and sends back a message
// Input : *iSocket -
// *pChallenge -
// *szMessage -
//---------------------------------------------------------------------------------
void CServer::RejectConnection(int iSocket, user_creds_s* pChallenge, const char* szMessage)
{
v_CServer_RejectConnection(this, iSocket, pChallenge, szMessage);
}
///////////////////////////////////////////////////////////////////////////////
void CServer_Attach()
{
DetourAttach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
}
void CServer_Detach()
{
DetourDetach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
}
///////////////////////////////////////////////////////////////////////////////
bool g_bCheckCompBanDB = true; // Maybe make this a static method in CServer? It won't be added to the struct offsets then.
CServer* g_pServer = nullptr;