r5sdk/r5dev/engine/server/server.cpp
Kawe Mazidjatari a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00

164 lines
5.7 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)
{
char* pUserID = pChallenge->m_pUserID;
uint64_t nNucleusID = pChallenge->m_nNucleusID;
char pszAddresBuffer[INET6_ADDRSTRLEN]; // Render the client's address.
pChallenge->m_nAddr.GetAddress(pszAddresBuffer, sizeof(pszAddresBuffer));
const bool bEnableLogging = sv_showconnecting->GetBool();
if (bEnableLogging)
DevMsg(eDLL_T::SERVER, "Processing connectionless challenge for '%s' ('%llu')\n", pszAddresBuffer, nNucleusID);
if (!pUserID || !pUserID[0] || !IsValidUTF8(pUserID)) // Only proceed connection if the client's name is valid and UTF-8 encoded.
{
RejectConnection(m_Socket, &pChallenge->m_nAddr, "#Valve_Reject_Invalid_Name");
if (bEnableLogging)
Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' has an invalid name!)\n", pszAddresBuffer, nNucleusID);
return false;
}
if (g_pBanSystem->IsBanListValid()) // Is the banned list vector valid?
{
if (g_pBanSystem->IsBanned(pszAddresBuffer, nNucleusID)) // Is the client trying to connect banned?
{
RejectConnection(m_Socket, &pChallenge->m_nAddr, "#Valve_Reject_Banned"); // RejectConnection for the client.
if (bEnableLogging)
Warning(eDLL_T::SERVER, "Connection rejected for '%s' ('%llu' is banned from this server!)\n", pszAddresBuffer, nNucleusID);
return false;
}
}
if (g_bCheckCompBanDB)
{
std::thread th(SV_IsClientBanned, string(pszAddresBuffer), 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->m_State < server_state_t::ss_active || !pServer->AuthClient(pChallenge))
return nullptr;
CClient* pClient = v_CServer_ConnectClient(pServer, pChallenge);
return pClient;
}
//---------------------------------------------------------------------------------
// Purpose: Rejects connection request and sends back a message
// Input : iSocket -
// *pChallenge -
// *szMessage -
//---------------------------------------------------------------------------------
void CServer::RejectConnection(int iSocket, v_netadr_t* pNetAdr, const char* szMessage)
{
v_CServer_RejectConnection(this, iSocket, pNetAdr, szMessage);
}
//---------------------------------------------------------------------------------
// Purpose: Runs the server frame
// Input : flFrameTime -
// bRunOverlays -
// bUniformSnapshotInterval -
//---------------------------------------------------------------------------------
void CServer::FrameJob(double flFrameTime, bool bRunOverlays, bool bUniformSnapshotInterval)
{
v_CServer_FrameJob(flFrameTime, bRunOverlays, bUniformSnapshotInterval);
}
///////////////////////////////////////////////////////////////////////////////
void VServer::Attach() const
{
#if defined(GAMEDLL_S3)
DetourAttach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
DetourAttach((LPVOID*)&v_CServer_FrameJob, &CServer::FrameJob);
#endif // !TODO: S1 and S2 CServer functions require work.
}
void VServer::Detach() const
{
#if defined(GAMEDLL_S3)
DetourDetach((LPVOID*)&v_CServer_ConnectClient, &CServer::ConnectClient);
DetourDetach((LPVOID*)&v_CServer_FrameJob, &CServer::FrameJob);
#endif // !TODO: S1 and S2 CServer functions require work.
}
///////////////////////////////////////////////////////////////////////////////
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;