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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "quakedef.h"
#include "zone.h"
#include "demo.h"
#include "filesystem.h"
#include "filesystem_engine.h"
#include "eiface.h"
#include "server.h"
#include "sys.h"
#include "cl_splitscreen.h"
#include "baseautocompletefilelist.h"
#include "tier0/icommandline.h"
#include "tier1/utlbuffer.h"
#include "gl_cvars.h"
#include "tier0/memalloc.h"
#include "netmessages.h"
#include "client.h"
#include "sv_plugin.h"
#include "tier1/commandbuffer.h"
#include "cvar.h"
#include "vstdlib/random.h"
#include "tier1/utldict.h"
#include "tier0/etwprof.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// This denotes an execution marker in the command stream.
#define CMDSTR_ADD_EXECUTION_MARKER "[$&*,`]"
#ifdef _DEBUG
ConVar cl_debug_respect_cheat_vars( "cl_debug_respect_cheat_vars", "0", 0, "(debug builds only) - when set to 0, the client can change cheat vars." ); #endif
extern ConVar sv_allow_wait_command;
#define MAX_ALIAS_NAME 32
#define MAX_COMMAND_LENGTH 1024
struct cmdalias_t { cmdalias_t *next; char name[ MAX_ALIAS_NAME ]; char *value; };
static cmdalias_t *cmd_alias = NULL;
static CCommandBuffer s_CommandBuffer[ CBUF_COUNT ]; static CThreadFastMutex s_CommandBufferMutex; CUtlStringList m_WhitelistedConvars; #define LOCK_COMMAND_BUFFER() AUTO_LOCK(s_CommandBufferMutex)
static FileAssociationInfo g_FileAssociations[] = { { ".dem", "playdemo" }, { ".sav", "load" }, { ".bsp", "map" }, };
// Client -> Server command throttling
// FIXME: Perhaps kForwardedCommandQuota_nCommandsPerSecond should instead be some fraction /
// amount below sv_quota_stringcmdspersecond. Right now that variable isn't networked,
// so we just cap at the previous server 'throttle' value (after which commands were
// discarded). The new behavior kicks you from the server if you overflow, so it's
// important to be significantly below that -- we don't throttle commands issued
// by client code, only via the user via console/keybind input.
static const int kForwardedCommandQuota_nCommandsPerSecond = 16; static double gForwardedCommandQuota_flTimeStart = -1.0; static int gForwardedCommandQuota_nCount = 0;
//=============================================================================
// These functions manage a list of execution markers that we use to verify
// special commands in the command buffer.
//=============================================================================
static CUtlVector<int> g_ExecutionMarkers;
static int CreateExecutionMarker() { if ( g_ExecutionMarkers.Count() > 2048 ) g_ExecutionMarkers.Remove( 0 );
int i = g_ExecutionMarkers.AddToTail( RandomInt( 0, 1<<30 ) ); return g_ExecutionMarkers[i]; }
static bool FindAndRemoveExecutionMarker( int iCode ) { int i = g_ExecutionMarkers.Find( iCode ); if ( i == g_ExecutionMarkers.InvalidIndex() ) return false; g_ExecutionMarkers.Remove( i ); return true; }
//-----------------------------------------------------------------------------
// Used to allow cheats even if cheats aren't theoretically allowed
//-----------------------------------------------------------------------------
static bool g_bRPTActive = false; void Cmd_SetRptActive( bool bActive ) { g_bRPTActive = bActive; }
bool Cmd_IsRptActive() { return g_bRPTActive; }
//=============================================================================
//-----------------------------------------------------------------------------
// Just translates BindToggle <key> <cvar> into: bind <key> "increment var <cvar> 0 1 1"
//-----------------------------------------------------------------------------
CON_COMMAND( BindToggle, "Performs a bind <key> \"increment var <cvar> 0 1 1\"" ) { if( args.ArgC() <= 2 ) { ConMsg( "BindToggle <key> <cvar>: invalid syntax specified\n" ); return; }
char newCmd[MAX_COMMAND_LENGTH]; Q_snprintf( newCmd, sizeof(newCmd), "bind %s \"incrementvar %s 0 1 1\"\n", args[1], args[2] );
Cbuf_InsertText( Cbuf_GetCurrentPlayer(), newCmd, args.Source() ); }
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
void Cbuf_Init() { // Wait for 1 execute time
for ( int i = 0; i < CBUF_COUNT; ++i ) { s_CommandBuffer[ i ].SetWaitDelayTime( 1 ); } }
void Cbuf_Shutdown() { }
ECommandTarget_t Cbuf_GetCurrentPlayer() { return ( ECommandTarget_t )( GET_ACTIVE_SPLITSCREEN_SLOT() ); }
//-----------------------------------------------------------------------------
// Clears the command buffer
//-----------------------------------------------------------------------------
void Cbuf_Clear( ECommandTarget_t eTarget ) { s_CommandBuffer[ eTarget ].SetWaitDelayTime( 1 ); }
//-----------------------------------------------------------------------------
// Adds command text at the end of the buffer
//-----------------------------------------------------------------------------
void Cbuf_AddText( ECommandTarget_t eTarget, const char *pText, cmd_source_t cmdSource, int nTickDelay ) { LOCK_COMMAND_BUFFER(); if ( !s_CommandBuffer[ eTarget ].AddText( pText, cmdSource, nTickDelay ) ) { ConMsg( "Cbuf_AddText: buffer overflow\n" ); } }
//-----------------------------------------------------------------------------
// Adds command text at the beginning of the buffer
//-----------------------------------------------------------------------------
void Cbuf_InsertText( ECommandTarget_t eTarget, const char *pText, cmd_source_t cmdSource, int nTickDelay ) { LOCK_COMMAND_BUFFER(); // NOTE: This operation is only allowed when the command buffer
// is in the middle of processing. If this assertion never triggers,
// it's safe to eliminate Cbuf_InsertText altogether.
// Otherwise, I have to add a feature to CCommandBuffer
Assert( s_CommandBuffer[ eTarget ].IsProcessingCommands() ); Cbuf_AddText( eTarget, pText, cmdSource, nTickDelay ); }
bool Cbuf_IsProcessingCommands( ECommandTarget_t eTarget ) { LOCK_COMMAND_BUFFER(); return s_CommandBuffer[ eTarget ].IsProcessingCommands(); }
void Cbuf_AddExecutionMarker( ECommandTarget_t eTarget, ECmdExecutionMarker marker ) { int iMarkerCode = CreateExecutionMarker(); // CMDCHAR_ADD_EXECUTION_MARKER tells us there's a special execution thing here.
// (char)marker tells it what to turn on
// iRandomCode is for security, so only our code can stuff this command into the buffer.
char str[512]; Q_snprintf( str, sizeof( str ), ";%s %c %d;", CMDSTR_ADD_EXECUTION_MARKER, (char)marker, iMarkerCode ); Cbuf_AddText( eTarget, str, kCommandSrcCode ); }
//-----------------------------------------------------------------------------
// Executes commands in the buffer
//-----------------------------------------------------------------------------
static void Cbuf_ExecuteCommand( ECommandTarget_t eTarget, const CCommand &args ) { // Add the command text to the ETW stream to give better context to traces.
ETWMark( args.GetCommandString() );
// execute the command line
const ConCommandBase *pCmd = Cmd_ExecuteCommand( eTarget, args );
#if !defined(DEDICATED)
if ( pCmd && !pCmd->IsFlagSet( FCVAR_DONTRECORD ) ) { demorecorder->RecordCommand( args.GetCommandString() ); } #endif
}
//-----------------------------------------------------------------------------
// Executes commands in the buffer
//-----------------------------------------------------------------------------
void Cbuf_Execute() { VPROF("Cbuf_Execute");
if ( !ThreadInMainThread() ) { Warning( "Executing command outside main loop thread\n" ); ExecuteOnce( DebuggerBreakIfDebugging() ); }
LOCK_COMMAND_BUFFER();
#if !defined( SPLIT_SCREEN_STUBS )
int nSaveIndex = GET_ACTIVE_SPLITSCREEN_SLOT(); bool bSaveResolvable = SET_LOCAL_PLAYER_RESOLVABLE( __FILE__, __LINE__, false ); #endif
for ( int i = 0; i < CBUF_COUNT; ++i ) { // If text was added with Cbuf_AddText and then Cbuf_Execute gets called from within handler, we're going
// to execute the new commands anyway, so we can ignore this extra execute call here.
if ( s_CommandBuffer[ i ].IsProcessingCommands() ) continue;
// For player slots, force the correct context
if ( i >= CBUF_FIRST_PLAYER && i < ( CBUF_FIRST_PLAYER + host_state.max_splitscreen_players ) ) { SET_ACTIVE_SPLIT_SCREEN_PLAYER_SLOT( i ); SET_LOCAL_PLAYER_RESOLVABLE( __FILE__, __LINE__, true ); } else { SET_ACTIVE_SPLIT_SCREEN_PLAYER_SLOT( 0 ); SET_LOCAL_PLAYER_RESOLVABLE( __FILE__, __LINE__, bSaveResolvable ); }
// NOTE: The command buffer knows about execution time related to commands,
// but since HL2 doesn't, we're going to spoof the command time to simply
// be the the number of times Cbuf_Execute is called.
s_CommandBuffer[ i ].BeginProcessingCommands( 1 ); CCommand nextCommand;
while ( s_CommandBuffer[ i ].DequeueNextCommand( &nextCommand ) ) { Cbuf_ExecuteCommand( ( ECommandTarget_t )i, nextCommand ); } s_CommandBuffer[ i ].EndProcessingCommands( ); }
SET_ACTIVE_SPLIT_SCREEN_PLAYER_SLOT( nSaveIndex ); SET_LOCAL_PLAYER_RESOLVABLE( __FILE__, __LINE__, bSaveResolvable ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *param -
// Output : static char const
//-----------------------------------------------------------------------------
static char const *Cmd_TranslateFileAssociation(char const *param ) { static char sz[ 512 ]; char *retval = NULL;
char temp[ 512 ]; V_strcpy_safe( temp, param ); Q_FixSlashes( temp ); Q_strlower( temp );
const char *extension = V_GetFileExtension(temp); // must have an extension to map
if (!extension) return retval;
int c = ARRAYSIZE( g_FileAssociations ); for ( int i = 0; i < c; i++ ) { FileAssociationInfo& info = g_FileAssociations[ i ]; if ( ! Q_strcmp( extension, info.extension+1 ) && ! CommandLine()->FindParm(va( "+%s", info.command_to_issue ) ) ) { // Translate if haven't already got one of these commands
V_strcpy_safe( sz, temp ); Q_FileBase( sz, temp, sizeof( sz ) );
Q_snprintf( sz, sizeof( sz ), "%s %s", info.command_to_issue, temp ); retval = sz; break; } }
// return null if no translation, otherwise return commands
return retval; }
//-----------------------------------------------------------------------------
// Purpose: Adds command line parameters as script statements
// Commands lead with a +, and continue until a - or another +
// Also automatically converts .dem, .bsp, and .sav files to +playdemo etc command line options
// hl2 +cmd amlev1
// hl2 -nosound +cmd amlev1
// Output : void Cmd_StuffCmds_f
//-----------------------------------------------------------------------------
CON_COMMAND( stuffcmds, "Parses and stuffs command line + commands to command buffer." ) { if ( args.ArgC() != 1 ) { ConMsg( "stuffcmds : execute command line parameters\n" ); return; }
MEM_ALLOC_CREDIT();
CUtlBuffer build( 0, 0, CUtlBuffer::TEXT_BUFFER );
// arg[0] is the executable name
for ( int i=1; i < CommandLine()->ParmCount(); i++ ) { const char *szParm = CommandLine()->GetParm(i); if (!szParm) continue;
if (szParm[0] == '-') { // skip -XXX options and eat their args
const char *szValue = CommandLine()->ParmValue(szParm); if ( szValue ) i++; continue; } if (szParm[0] == '+') { // convert +XXX options and stuff them into the build buffer
const char *szValue = CommandLine()->ParmValue(szParm); if (szValue) { // Special case for +map parameter on the command line to support a second argument
char const *szSecondParameterUsed = NULL; if ( !Q_stricmp( "+map", szParm ) && ( CommandLine()->ParmCount() > ( i + 2 ) ) && CommandLine()->GetParm( i + 2 ) ) { char const *szAppendParameter = CommandLine()->GetParm( i + 2 ); if ( ( szAppendParameter[0] != '+' ) && ( szAppendParameter[0] != '-' ) ) { szSecondParameterUsed = szAppendParameter; build.PutString( va("%s %s %s\n", szParm+1, szValue, szSecondParameterUsed ) ); ++ i; // eat one parameter we used for map name
++ i; // eat another parameter that was second appended parameter
} }
if ( !szSecondParameterUsed ) { // If we didn't use the second parameter, then just append command value to execution buffer
build.PutString( va("%s %s\n", szParm+1, szValue ) ); i++; } } else { build.PutString(szParm+1); build.PutChar('\n'); } } else { // singleton values, convert to command
char const *translated = Cmd_TranslateFileAssociation( CommandLine()->GetParm( i ) ); if (translated) { build.PutString(translated); build.PutChar('\n'); } } }
build.PutChar( '\0' ); if ( build.TellPut() > 1 ) { Cbuf_InsertText( Cbuf_GetCurrentPlayer(), (char *)build.Base(), args.Source() ); } }
bool IsValidFileExtension( const char *pszFilename ) { if ( !pszFilename ) { return false; }
if ( Q_strstr( pszFilename, ".exe" ) || Q_strstr( pszFilename, ".vbs" ) || Q_strstr( pszFilename, ".com" ) || Q_strstr( pszFilename, ".bat" ) || Q_strstr( pszFilename, ".dll" ) || Q_strstr( pszFilename, ".ini" ) || Q_strstr( pszFilename, ".gcf" ) || Q_strstr( pszFilename, ".sys" ) || Q_strstr( pszFilename, ".blob" ) ) { return false; }
return true; }
bool IsWhiteListedCmd( const char *pszCmd ) { if ( m_WhitelistedConvars.Count() == 0 ) { const char *svfileName = "bspconvar_whitelist.txt"; KeyValues *pKV_wl = new KeyValues( "convars" ); if ( pKV_wl->LoadFromFile( g_pFullFileSystem, svfileName, "GAME" ) ) { KeyValuesDumpAsDevMsg( pKV_wl ); for ( KeyValues *sub = pKV_wl->GetFirstSubKey(); sub; sub = sub->GetNextKey() ) { m_WhitelistedConvars.CopyAndAddToTail( sub->GetName() ); } } else { DevMsg( "Failed to cache %s\n", svfileName ); return false; } }
for ( int i = 0; i < m_WhitelistedConvars.Count(); ++i ) { if ( !Q_stricmp(m_WhitelistedConvars[i], pszCmd) ) { return true; } }
return false; }
/*
=============== Cmd_Exec_f =============== */
void _Cmd_Exec_f( const CCommand &args, bool bOnlyIfExists, bool bUseWhitelist = false ) { LOCK_COMMAND_BUFFER(); char *f; const char *s; char fileName[MAX_OSPATH];
int argc = args.ArgC(); if ( argc < 2 ) { ConMsg( "%s <filename> [path id]: execute a script file\n", args[ 0 ] ); return; }
s = args[ 1 ]; DevMsg( "Execing config: %s\n", s );
// Optional path ID. * means no path ID.
const char *pPathID = NULL; if ( argc >= 3 ) { pPathID = args[ 2 ]; } else { pPathID = "*"; }
if ( !Q_stricmp( pPathID, "T" ) ) { // Has an extension already?
Q_snprintf( fileName, sizeof( fileName ), "T:/cfg/%s", s ); } else { // Ensure it has an extension
Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, s ); Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) ); // check path validity
if ( !COM_IsValidPath( fileName ) ) { ConMsg( "%s %s: invalid path.\n", args[ 0 ], fileName ); return; } }
// check for invalid file extensions
if ( !IsValidFileExtension( fileName ) ) { ConMsg( "%s %s: invalid file type.\n", args[ 0 ], fileName ); return; }
// 360 doesn't need to do costly existence checks
if ( IsPC() && g_pFileSystem->FileExists( fileName ) ) { // don't want to exec files larger than 1 MB
// probably not a valid file to exec
unsigned int size = g_pFileSystem->Size( fileName ); if ( size > 1*1024*1024 ) { ConMsg( "%s %s: file size larger than 1 MB!\n", args[ 0 ], s ); return; } }
char buf[16384]; int len; f = (char *)COM_LoadStackFile( fileName, buf, sizeof( buf ), len ); if ( !f ) { if ( !V_stristr( s, "autoexec.cfg" ) && !V_stristr( s, "joystick.cfg" ) && !V_stristr( s, "game.cfg" )) { // File doesn't exist, fail silently?
if ( !bOnlyIfExists ) { ConMsg( "%s: couldn't exec %s\n", args[ 0 ], s ); } } return; } char *original_f = f; ConDMsg( "execing %s\n", s ); ECommandTarget_t eTarget = CBUF_FIRST_PLAYER;
// A bit of hack, but find the context (probably CBUF_SERVER) who is executing commands!
for ( int i = 0; i < CBUF_COUNT; ++i ) { if ( s_CommandBuffer[ i ].IsProcessingCommands() ) { eTarget = (ECommandTarget_t)i; break; } }
CCommandBuffer &rCommandBuffer = s_CommandBuffer[ eTarget ];
// check to make sure we're not going to overflow the cmd_text buffer
int hCommand = rCommandBuffer.GetNextCommandHandle();
KeyValues *pKV_wl = new KeyValues( "convars" );
// Execute each command immediately
const char *pszDataPtr = f; while( pszDataPtr ) { // parse a line out of the source
pszDataPtr = COM_ParseLine( pszDataPtr );
// no more tokens
if ( Q_strlen( com_token ) <= 0 ) continue;
Cbuf_InsertText( eTarget, com_token, args.Source() );
// Execute all commands provoked by the current line read from the file
while ( rCommandBuffer.GetNextCommandHandle() != hCommand ) { CCommand execCommand;
if( rCommandBuffer.DequeueNextCommand( &execCommand ) ) { bool bFoundConvar = true; if ( bUseWhitelist ) { bFoundConvar = IsWhiteListedCmd( *execCommand.ArgV() ); }
if ( bFoundConvar ) Cbuf_ExecuteCommand( eTarget, execCommand ); } else { Assert( 0 ); break; } } }
if ( pKV_wl ) { pKV_wl->deleteThis(); pKV_wl = NULL; }
if ( f != buf ) { // Hack for VCR playback. vcrmode allocates the memory but doesn't use the debug memory allocator,
// so we don't want to free what it allocated.
if ( f == original_f ) { free( f ); } } }
void Cmd_Exec_f( const CCommand &args ) { _Cmd_Exec_f( args, false ); }
void Cmd_ExecIfExists_f( const CCommand &args ) { _Cmd_Exec_f( args, true ); }
void Cmd_ExecWithWhiteList_f( const CCommand &args ) { _Cmd_Exec_f( args, false, true ); }
/*
=============== Cmd_Echo_f
Just prints the rest of the line to the console =============== */ CON_COMMAND_F( echo, "Echo text to console.", FCVAR_SERVER_CAN_EXECUTE ) { int argc = args.ArgC(); for ( int i=1; i<argc; i++ ) { ConMsg ("%s ", args[i] ); } ConMsg ("\n"); }
/*
=============== Cmd_Alias_f
Creates a new command that executes a command string (possibly ; seperated) =============== */ CON_COMMAND( alias, "Alias a command." ) { cmdalias_t *a; char cmd[MAX_COMMAND_LENGTH]; int i, c; const char *s;
int argc = args.ArgC(); if ( argc == 1 ) { ConMsg ("Current alias commands:\n"); for (a = cmd_alias ; a ; a=a->next) { ConMsg ("%s : %s\n", a->name, a->value); } return; }
s = args[1]; if ( Q_strlen(s) >= MAX_ALIAS_NAME ) { ConMsg ("Alias name is too long\n"); return; }
// copy the rest of the command line
cmd[0] = 0; // start out with a null string
c = argc; for (i=2 ; i< c ; i++) { V_strcat_safe( cmd, args[i] ); if (i != c) { V_strcat_safe( cmd, " " ); } } V_strcat_safe( cmd, "\n" );
// if the alias already exists, reuse it
for (a = cmd_alias ; a ; a=a->next) { if (!Q_strcmp(s, a->name)) { if ( !Q_strcmp( a->value, cmd ) ) // Re-alias the same thing
return;
delete[] a->value; break; } }
if (!a) { ConCommandBase *pCommandExisting = g_pCVar->FindCommandBase( s ); if ( pCommandExisting ) { ConMsg( "Cannot alias an existing %s\n", pCommandExisting->IsCommand() ? "concommand" : "convar" ); return; }
a = (cmdalias_t *)new cmdalias_t; a->next = cmd_alias; cmd_alias = a; } V_strcpy_safe ( a->name, s );
a->value = COM_StringCopy(cmd); }
/*
=============== Runs a command only if that command exits in the bspwhitelist =============== */ CON_COMMAND( whitelistcmd, "Runs a whitelisted command." ) { Cmd_ForwardToServerWithWhitelist( args ); }
/*
=============================================================================
COMMAND EXECUTION
============================================================================= */
int cmd_clientslot = -1;
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Cmd_Init
//-----------------------------------------------------------------------------
CON_COMMAND( cmd, "Forward command to server." ) { Cmd_ForwardToServer( args ); }
CON_COMMAND_AUTOCOMPLETEFILE( exec, Cmd_Exec_f, "Execute script file.", "cfg", cfg ); CON_COMMAND_AUTOCOMPLETEFILE( execifexists, Cmd_ExecIfExists_f, "Execute script file if file exists.", "cfg", cfg ); CON_COMMAND_AUTOCOMPLETEFILE( execwithwhitelist, Cmd_ExecWithWhiteList_f, "Execute script file, only execing convars on a whitelist.", "cfg", cfg );
void Cmd_Init( void ) { Sys_CreateFileAssociations( ARRAYSIZE( g_FileAssociations ), g_FileAssociations ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Cmd_Shutdown( void ) { // TODO, cleanup
while ( cmd_alias ) { cmdalias_t *next = cmd_alias->next; delete cmd_alias->value; // created by StringCopy()
delete cmd_alias; cmd_alias = next; } }
//-----------------------------------------------------------------------------
// FIXME: Remove this! This is a temporary hack to deal with backward compat
//-----------------------------------------------------------------------------
void Cmd_Dispatch( const ConCommandBase *pCommand, const CCommand &command ) { ConCommand *pConCommand = const_cast<ConCommand*>( static_cast<const ConCommand*>( pCommand ) ); pConCommand->Dispatch( command ); }
static void HandleExecutionMarker( const char *pCommand, const char *pMarkerCode ) { int iMarkerCode = atoi( pMarkerCode ); // Validate..
if ( FindAndRemoveExecutionMarker( iMarkerCode ) ) { // Ok, now it's validated, so do the command.
// REI CSGO: We no longer use execution markers, but I'm leaving this mechanism in here
ECmdExecutionMarker command = (ECmdExecutionMarker)(pCommand[0]);
#ifdef _WIN32
#pragma warning(push)
#pragma warning(disable: 4065) // switch statement contains 'default' but no 'case' labels
#endif // _WIN32
switch(command) { default: Warning( "Unrecognized execution marker '%c'\n", pCommand[0] ); }
#ifdef _WIN32
#pragma warning(pop)
#endif
} else { static int cnt = 0; if ( ++cnt < 3 ) Warning( "Invalid execution marker code.\n" ); } }
static bool ShouldPreventServerCommand( const CCommand& args, const ConCommandBase *pCommand ) { // If the command didn't come from the server, then we aren't filtering it here.
if ( args.Source() != kCommandSrcNetServer ) return false;
// Server can execute any command on client if this is a single player game.
if ( Host_IsSinglePlayerGame() ) return false;
// If we don't understand the command, and it came from a server command, then forward it back to the server.
// Lots of server plugins use this. They use engine->ClientCommand() to have a client execute a command that
// they have hooked on the server. We disabled it once and they freaked. It IS redundant since they could just
// code the call to their command on the server, but they complained loudly enough that we're adding it back in
// since there's no exploit that we know of by allowing it.
if ( !pCommand ) return false;
// If the command is marked to be executable by the server, allow it.
if ( pCommand->IsFlagSet( FCVAR_SERVER_CAN_EXECUTE ) ) return false;
// Otherwise we are filtering the command. Print a warning to the client console (the server shouldn't be
// sending commands that it isn't allowed to execute on the client)
Warning( "FCVAR_SERVER_CAN_EXECUTE prevented server running command: %s\n", args.GetCommandString() ); return true; }
static bool ShouldPreventClientCommand( const CCommand& args, const ConCommandBase *pCommand ) { // If the command didn't come from ClientCmd(), we don't filter it here.
if ( args.Source() != kCommandSrcClientCmd ) return false;
// Commands we don't recognize aren't prevented here (they will get forwarded to the server)
if ( !pCommand ) return false;
// Commands that are explicitly marked as executable by ClientCmd() aren't filtered
if ( pCommand->IsFlagSet( FCVAR_CLIENTCMD_CAN_EXECUTE ) ) return false;
// Otherwise we are going to filter the command. Check if we should warn the user about this:
// If this command is in the game DLL, don't mention it because we're going to forward this
// request to the server and let the server handle it.
if ( !pCommand->IsFlagSet( FCVAR_GAMEDLL ) ) { Warning( "FCVAR_CLIENTCMD_CAN_EXECUTE prevented running command: %s\n", args.GetCommandString() ); }
return true; }
//-----------------------------------------------------------------------------
// A complete command line has been parsed, so try to execute it
// FIXME: lookupnoadd the token to speed search?
//-----------------------------------------------------------------------------
const ConCommandBase *Cmd_ExecuteCommand( ECommandTarget_t eTarget, const CCommand &command, int nClientSlot ) { // execute the command line
if ( !command.ArgC() ) return NULL; // no tokens
// First, check for execution markers.
if ( Q_strcmp( command[0], CMDSTR_ADD_EXECUTION_MARKER ) == 0 ) { if ( command.ArgC() == 3 ) { HandleExecutionMarker( command[1], command[2] ); } else { Warning( "WARNING: INVALID EXECUTION MARKER.\n" ); } return NULL; }
// check alias
cmdalias_t *a; for ( a=cmd_alias; a; a=a->next ) { if ( !Q_strcasecmp( command[0], a->name ) ) { Cbuf_InsertText( Cbuf_GetCurrentPlayer(), a->value, command.Source() ); return NULL; } } cmd_clientslot = nClientSlot;
// check ConCommands
const ConCommandBase *pCommand = g_pCVar->FindCommandBase( command[0] );
// If we prevent a server command due to FCVAR_SERVER_CAN_EXECUTE not being set, then we get out immediately.
if ( ShouldPreventServerCommand( command, pCommand ) ) return NULL;
// FIXME: Why do we treat convars differently than commands here?
if ( pCommand && pCommand->IsCommand() ) { if ( !ShouldPreventClientCommand( command, pCommand ) && pCommand->IsCommand() ) { bool isServerCommand = // Command is marked for execution on the server.
pCommand->IsFlagSet( FCVAR_GAMEDLL ) // Not received over the network
&& ( command.Source() != kCommandSrcNetClient && command.Source() != kCommandSrcNetServer ) // Not HLDS
&& !sv.IsDedicated();
// Hook to allow game .dll to figure out who type the message on a listen server
if ( serverGameClients ) { // We're actually the server, so set it up locally
if ( sv.IsActive() ) { g_pServerPluginHandler->SetCommandClient( -1 );
#ifndef DEDICATED
// Special processing for listen server player
if ( isServerCommand ) { if ( splitscreen->IsLocalPlayerResolvable() ) { g_pServerPluginHandler->SetCommandClient( GetLocalClient().m_nPlayerSlot ); } else { g_pServerPluginHandler->SetCommandClient( GetBaseLocalClient().m_nPlayerSlot ); } } #endif
} // We're not the server, but we've been a listen server (game .dll loaded)
// forward this command tot he server instead of running it locally if we're still
// connected
// Otherwise, things like "say" won't work unless you quit and restart
else if ( isServerCommand ) { #ifndef DEDICATED
if ( GetBaseLocalClient().IsConnected() ) { Cmd_ForwardToServer( command ); return NULL; } #endif
// It's a server command, but we're not connected to a server. Don't try to execute it.
return NULL; } }
// Allow cheat commands in debug, or multiplayer with sv_cheats on
if ( pCommand->IsFlagSet( FCVAR_CHEAT ) ) { if ( !CanCheat() ) { // But.. if the server is allowed to run this command and the server DID run this command, then let it through.
// (used by soundscape_flush)
if ( command.Source() != kCommandSrcNetServer || !pCommand->IsFlagSet( FCVAR_SERVER_CAN_EXECUTE ) ) { if ( Host_IsSinglePlayerGame() ) { Msg( "This game doesn't allow cheat command %s in single player, unless you have sv_cheats set to 1.\n", pCommand->GetName() ); } else { Msg( "Can't use cheat command %s in multiplayer, unless the server has sv_cheats set to 1.\n", pCommand->GetName() ); } return NULL; } } }
if ( pCommand->IsFlagSet( FCVAR_SPONLY ) ) { if ( !Host_IsSinglePlayerGame() ) { Msg( "Can't use command %s in multiplayer.\n", pCommand->GetName() ); return NULL; } }
if ( pCommand->IsFlagSet( FCVAR_DEVELOPMENTONLY ) ) { Msg( "Unknown command \"%s\"\n", pCommand->GetName() ); return NULL; }
Cmd_Dispatch( pCommand, command ); return pCommand; } }
// check cvars
if ( ConVarUtilities->IsCommand( command, ( int )eTarget ) ) return pCommand;
#ifndef DEDICATED
// forward the command line to the server, so the entity DLL can parse it
if ( command.Source() != kCommandSrcNetClient ) { if ( GetBaseLocalClient().IsConnected() ) { Cmd_ForwardToServer( command ); return NULL; } } #endif
Msg( "Unknown command \"%s\"\n", command[0] ); return NULL; }
const char* Cmd_AliasToCommandString( const char* szAliasName ) { if ( !szAliasName ) return NULL;
for ( cmdalias_t* a = cmd_alias; a; a = a->next ) { if ( !Q_strcasecmp( szAliasName, a->name ) ) { return a->value; } } return NULL; }
//-----------------------------------------------------------------------------
// Sends the entire command line over to the server
//-----------------------------------------------------------------------------
void Cmd_ForwardToServer( const CCommand &args, bool bReliable ) { // YWB 6/3/98 Don't forward if this is a dedicated server
#ifndef DEDICATED
char str[1024];
// no command to forward
if ( args.ArgC() == 0 ) return;
// Special case: "cmd whatever args..." is forwarded as "whatever args...";
// in this case we strip "cmd" from the input.
if ( Q_strcasecmp( args[0], "cmd" ) == 0 ) V_strcpy_safe( str, args.ArgS() ); else V_strcpy_safe( str, args.GetCommandString() ); extern IBaseClientDLL *g_ClientDLL; if ( demoplayer->IsPlayingBack() && g_ClientDLL ) { // Not really connected, but can let client dll trap it
g_ClientDLL->OnCommandDuringPlayback( str ); } else { // Throttle user-input commands but not commands issued by code
if ( args.Source() == kCommandSrcUserInput ) { if(realtime - gForwardedCommandQuota_flTimeStart >= 1.0) { // reset quota
gForwardedCommandQuota_flTimeStart = realtime; gForwardedCommandQuota_nCount = 0; }
// Add 1 to quota used
gForwardedCommandQuota_nCount++;
// If we are over quota commands per second, dump this on the floor.
// If we spam the server with too many commands, it will kick us.
if ( gForwardedCommandQuota_nCount > kForwardedCommandQuota_nCommandsPerSecond ) { ConMsg( "Ignoring command '%s': too many server commands issued per second\n", str ); return; } }
GetLocalClient().SendStringCmd( str ); } #endif
}
//-----------------------------------------------------------------------------
// Sends the entire command line over to the server only if it is whitelisted
//-----------------------------------------------------------------------------
void Cmd_ForwardToServerWithWhitelist( const CCommand &args, bool bReliable ) { int argc = args.ArgC(); char str[1024]; str[0] = 0;
if ( argc > 1 && args[1] && IsWhiteListedCmd( args[1] ) ) { V_strcat_safe( str, args.ArgS() ); Cbuf_AddText( CBUF_SERVER, str ); } }
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