Counter Strike : Global Offensive Source Code
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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 );
}
}