mirror of
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375 lines
13 KiB
C++
375 lines
13 KiB
C++
//===============================================================================//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===============================================================================//
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// client.cpp: implementation of the CClient class.
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//
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///////////////////////////////////////////////////////////////////////////////////
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#include "core/stdafx.h"
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#include "tier1/cvar.h"
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#include "engine/server/server.h"
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#include "engine/client/client.h"
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//---------------------------------------------------------------------------------
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// Purpose: gets the client from buffer by index
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//---------------------------------------------------------------------------------
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CClient* CClient::GetClient(int nIndex) const
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{
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return reinterpret_cast<CClient*>(
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(reinterpret_cast<uintptr_t>(g_pClient) + (nIndex * sizeof(CClient))));
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the client's team number
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//---------------------------------------------------------------------------------
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int64_t CClient::GetTeamNum() const
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{
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return m_iTeamNum;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the handle of this client
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//---------------------------------------------------------------------------------
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edict_t CClient::GetHandle(void) const
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{
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return m_nHandle;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the userID of this client
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//---------------------------------------------------------------------------------
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int CClient::GetUserID(void) const
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{
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return m_nUserID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the nucleusID of this client
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//---------------------------------------------------------------------------------
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uint64_t CClient::GetNucleusID(void) const
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{
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return m_nNucleusID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the signon state of this client
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//---------------------------------------------------------------------------------
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SIGNONSTATE CClient::GetSignonState(void) const
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{
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return m_nSignonState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the persistence state of this client
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//---------------------------------------------------------------------------------
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PERSISTENCE CClient::GetPersistenceState(void) const
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{
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return m_nPersistenceState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the net channel of this client
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//---------------------------------------------------------------------------------
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CNetChan* CClient::GetNetChan(void) const
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{
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return m_NetChannel;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the pointer to the server object
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//---------------------------------------------------------------------------------
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CServer* CClient::GetServer(void) const
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{
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return m_pServer;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the command tick
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//---------------------------------------------------------------------------------
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int CClient::GetCommandTick(void) const
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{
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return m_nCommandTick;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the name of this client (managed by server)
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//---------------------------------------------------------------------------------
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const char* CClient::GetServerName(void) const
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{
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return m_szServerName;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the name of this client (obtained from connectionless packet)
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//---------------------------------------------------------------------------------
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const char* CClient::GetClientName(void) const
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{
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return m_szClientName;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the handle of this client
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//---------------------------------------------------------------------------------
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void CClient::SetHandle(edict_t nHandle)
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{
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m_nHandle = nHandle;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the userID of this client
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//---------------------------------------------------------------------------------
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void CClient::SetUserID(uint32_t nUserID)
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{
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m_nUserID = nUserID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the nucleusID of this client
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//---------------------------------------------------------------------------------
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void CClient::SetNucleusID(uint64_t nNucleusID)
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{
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m_nNucleusID = nNucleusID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the signon state of this client
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//---------------------------------------------------------------------------------
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void CClient::SetSignonState(SIGNONSTATE nSignonState)
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{
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m_nSignonState = nSignonState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the persistence state of this client
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//---------------------------------------------------------------------------------
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void CClient::SetPersistenceState(PERSISTENCE nPersistenceState)
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{
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m_nPersistenceState = nPersistenceState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the net channel of this client
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// !TODO : Remove this and rebuild INetChannel
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//---------------------------------------------------------------------------------
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void CClient::SetNetChan(CNetChan* pNetChan)
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{
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m_NetChannel = pNetChan;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is connected to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsConnected(void) const
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{
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return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is spawned to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsSpawned(void) const
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{
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return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NEW;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is active to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsActive(void) const
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{
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return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client's persistence data is available
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// Output : true if available, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsPersistenceAvailable(void) const
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{
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return m_nPersistenceState >= PERSISTENCE::PERSISTENCE_AVAILABLE;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client's persistence data is ready
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// Output : true if ready, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsPersistenceReady(void) const
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{
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return m_nPersistenceState == PERSISTENCE::PERSISTENCE_READY;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is a fake client
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsFakeClient(void) const
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{
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return m_bFakePlayer;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if this client is an actual human player
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// Output : true if human, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsHumanPlayer(void) const
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{
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if (!IsConnected())
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return false;
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if (IsFakeClient())
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return false;
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return true;
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}
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//---------------------------------------------------------------------------------
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// Purpose: throw away any residual garbage in the channel
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//---------------------------------------------------------------------------------
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void CClient::Clear(void)
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{
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#ifndef CLIENT_DLL
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g_ServerPlayer[GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
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v_CClient_Clear(this);
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}
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//---------------------------------------------------------------------------------
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// Purpose: throw away any residual garbage in the channel
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// Input : *pClient -
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//---------------------------------------------------------------------------------
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void CClient::VClear(CClient* pClient)
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{
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#ifndef CLIENT_DLL
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g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
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v_CClient_Clear(pClient);
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}
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//---------------------------------------------------------------------------------
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// Purpose: connect new client
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// Input : *szName -
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// *pNetChannel -
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// bFakePlayer -
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// *a5 -
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// *szMessage -
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// nMessageSize -
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// Output : true if connection was successful, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)
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{
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return v_CClient_Connect(this, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize);
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}
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//---------------------------------------------------------------------------------
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// Purpose: connect new client
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// Input : *pClient -
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// *szName -
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// *pNetChannel -
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// bFakePlayer -
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// *a5 -
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// *szMessage -
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// nMessageSize -
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// Output : true if connection was successful, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)
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{
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bool bResult = v_CClient_Connect(pClient, szName, pNetChannel, bFakePlayer, a5, szMessage, nMessageSize);
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#ifndef CLIENT_DLL
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g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
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return bResult;
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}
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//---------------------------------------------------------------------------------
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// Purpose: disconnect client
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// Input : nRepLvl -
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// *szReason -
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// ... -
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//---------------------------------------------------------------------------------
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void CClient::Disconnect(const Reputation_t nRepLvl, const char* szReason, ...)
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{
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if (m_nSignonState != SIGNONSTATE::SIGNONSTATE_NONE)
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{
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char szBuf[1024];
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{/////////////////////////////
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va_list vArgs{};
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va_start(vArgs, szReason);
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vsnprintf(szBuf, sizeof(szBuf), szReason, vArgs);
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szBuf[sizeof(szBuf) - 1] = '\0';
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va_end(vArgs);
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}/////////////////////////////
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v_CClient_Disconnect(this, nRepLvl, szBuf);
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}
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}
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bool CClient::SendNetMsg(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)
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{
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return v_CClient_SendNetMsg(this, pMsg, bLocal, bForceReliable, bVoice);
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}
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void* CClient::VSendSnapshot(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck)
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{
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return v_CClient_SendSnapshot(pClient, pFrame, nTick, nTickAck);
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}
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//---------------------------------------------------------------------------------
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// Purpose: process string commands (kicking anyone attempting to DOS)
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// Input : *pClient - (ADJ)
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// *pMsg -
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// Output : false if cmd should be passed to CServerGameClients
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//---------------------------------------------------------------------------------
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bool CClient::VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg)
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{
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#ifndef CLIENT_DLL
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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CClient* pClient_Adj = pClient;
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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/* Original function called method "CClient::ExecuteStringCommand" with an optimization
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* that shifted the 'this' pointer with 8 bytes.
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* Since this has been inlined with "CClient::ProcessStringCmd" as of S2, the shifting
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* happens directly to anything calling this function. */
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char* pShifted = reinterpret_cast<char*>(pClient) - 8;
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CClient* pClient_Adj = reinterpret_cast<CClient*>(pShifted);
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#endif // !GAMEDLL_S0 || !GAMEDLL_S1
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int nUserID = pClient_Adj->GetUserID();
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ServerPlayer_t* pSlot = &g_ServerPlayer[nUserID];
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double flStartTime = Plat_FloatTime();
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int nCmdQuotaLimit = sv_quota_stringCmdsPerSecond->GetInt();
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if (!nCmdQuotaLimit)
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return true;
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if (flStartTime - pSlot->m_flStringCommandQuotaTimeStart >= 1.0)
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{
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pSlot->m_flStringCommandQuotaTimeStart = flStartTime;
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pSlot->m_nStringCommandQuotaCount = 0;
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}
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++pSlot->m_nStringCommandQuotaCount;
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if (pSlot->m_nStringCommandQuotaCount > nCmdQuotaLimit)
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{
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const char* pszAddress = pClient_Adj->GetNetChan()->GetAddress();
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const uint64_t nNucleusID = pClient_Adj->GetNucleusID();
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pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_STRINGCMD_OVERFLOW");
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Warning(eDLL_T::SERVER, "Removed client '%s' from slot #%i ('%llu' exceeded string command quota!)\n",
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pszAddress, nUserID, nNucleusID);
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return true;
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}
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#endif // !CLIENT_DLL
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return v_CClient_ProcessStringCmd(pClient, pMsg);
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}
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///////////////////////////////////////////////////////////////////////////////
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CClient* g_pClient = nullptr; |