Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASESERVER_H
#define BASESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include <iserver.h>
#include <netadr.h>
#include <bitbuf.h>
#include <utlvector.h>
#include "baseclient.h"
#include "netmessages.h"
#include "net.h"
#include "event_system.h"
#include <utlmap.h>
class CNetworkStringTableContainer;
class PackedEntity;
class ServerClass;
class INetworkStringTable;
typedef intp SerializedEntityHandle_t;
enum server_state_t
{
ss_dead = 0, // Dead
ss_loading, // Spawning
ss_active, // Running
ss_paused, // Running, but paused
};
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
#define MAX_CHALLENGES 16384
// time a challenge is valid for, in seconds
#define CHALLENGE_LIFETIME 60*60.0f
// MAX_DELTA_TICKS defines the maximum delta difference allowed
// for delta compression, if clients request on older tick as
// delta baseline, send a full update.
#define MAX_DELTA_TICKS 192 // this is about 3 seconds
typedef struct
{
ns_address adr; // Address where challenge value was sent to.
int challenge; // To connect, adr IP address must respond with this #
float time; // # is valid for only a short duration.
} challenge_t;
class CBaseServer : public IServer
{
friend class CMaster;
public:
CBaseServer();
virtual ~CBaseServer();
bool RestartOnLevelChange() { return m_bRestartOnLevelChange; }
public: // IServer implementation
virtual int GetNumClients( void ) const; // returns current number of clients
virtual int GetNumProxies( void ) const; // returns number of attached HLTV proxies
virtual int GetNumFakeClients() const; // returns number of fake clients/bots
virtual int GetMaxClients( void ) const; // returns current client limit
virtual int GetUDPPort( void ) const { return NET_GetUDPPort( m_Socket ); }
virtual IClient *GetClient( int index ) { return m_Clients[index]; } // returns interface to client
virtual int GetClientCount() const { return m_Clients.Count(); } // for iteration;
virtual float GetTime( void ) const;
virtual int GetTick( void ) const { return m_nTickCount; }
virtual float GetTickInterval( void ) const { return m_flTickInterval; }
virtual float GetTimescale( void ) const { return m_flTimescale; }
virtual const char *GetName( void ) const;
virtual const char *GetMapName( void ) const { return m_szMapname; }
virtual const char *GetBaseMapName( void ) const { return m_szBaseMapname; }
virtual const char *GetMapGroupName( void ) const { return m_szMapGroupName; }
virtual int GetSpawnCount( void ) const { return m_nSpawnCount; }
virtual int GetNumClasses( void ) const { return serverclasses; }
virtual int GetClassBits( void ) const { return serverclassbits; }
virtual void GetNetStats( float &avgIn, float &avgOut );
virtual int GetNumPlayers();
virtual bool GetPlayerInfo( int nClientIndex, player_info_t *pinfo );
virtual float GetCPUUsage( void ) { return m_fCPUPercent; }
virtual bool IsActive( void ) const { return m_State >= ss_active; }
virtual bool IsLoading( void ) const { return m_State == ss_loading; }
virtual bool IsDedicated( void ) const { return m_bIsDedicated; }
FORCEINLINE bool IsDedicatedForXbox( void ) const { return m_bIsDedicatedForXbox; }
FORCEINLINE bool IsDedicatedForPS3( void ) const { return m_bIsDedicatedForPS3; }
virtual bool IsPaused( void ) const { return m_State == ss_paused; }
virtual bool IsMultiplayer( void ) const { return m_nMaxclients > 1; }
virtual bool IsPausable( void ) const { return false; }
virtual bool IsHLTV( void ) const { return false; }
virtual bool IsReplay( void ) const { return false; }
virtual void BroadcastMessage( INetMessage &msg, bool onlyActive = false, bool reliable = false );
virtual void BroadcastMessage( INetMessage &msg, IRecipientFilter &filter );
virtual void BroadcastPrintf ( PRINTF_FORMAT_STRING const char *fmt, ...) FMTFUNCTION( 2, 3 );
virtual const char * GetPassword() const;
virtual void SetMaxClients( int number );
virtual void SetPaused(bool paused);
virtual void SetTimescale( float flTimescale );
virtual void SetPassword(const char *password);
virtual void DisconnectClient(IClient *client, const char *reason );
virtual void WriteDeltaEntities( CBaseClient *client, CClientFrame *to, CClientFrame *from, CSVCMsg_PacketEntities_t &msg );
virtual void WriteTempEntities( CBaseClient *client, CFrameSnapshot *to, CFrameSnapshot *from, CSVCMsg_TempEntities_t &msg, int ev_max );
public: // IConnectionlessPacketHandler implementation
virtual bool ProcessConnectionlessPacket( netpacket_t * packet );
virtual void Init( bool isDedicated );
virtual void Clear( void );
virtual void Shutdown( void );
virtual CBaseClient *CreateFakeClient(const char *name);
virtual void RemoveClientFromGame( CBaseClient *client ) {};
virtual void SendClientMessages ( bool bSendSnapshots );
virtual void FillServerInfo(CSVCMsg_ServerInfo &serverinfo);
virtual void UserInfoChanged( int nClientIndex );
virtual bool GetClassBaseline( ServerClass *pClass, SerializedEntityHandle_t *pHandle);
void RunFrame( void );
void ProcessVoice( void );
void InactivateClients( void );
void ReconnectClients( void );
void CheckTimeouts (void);
void UpdateUserSettings(void);
void SendPendingServerInfo(void);
void OnSteamServerLogonSuccess( uint32 externalIP );
INetworkStringTable *GetInstanceBaselineTable( void );
INetworkStringTable *GetLightStyleTable( void );
INetworkStringTable *GetUserInfoTable( void );
virtual void RejectConnection(const ns_address &adr, PRINTF_FORMAT_STRING const char *fmt, ... ) FMTFUNCTION( 3, 4 );
float GetFinalTickTime( void ) const;
virtual bool CheckIPRestrictions( const ns_address &adr, int nAuthProtocol );
void SetMasterServerRulesDirty();
void SendQueryPortToClient( netadr_t &adr );
void RecalculateTags( void );
void AddTag( const char *pszTag, const char *pszSubTagValue = NULL );
void RemoveTag( const char *pszTag, bool bSubTag = false );
CBaseClient *CreateSplitClient( const CMsg_CVars& vecUserInfo, CBaseClient *pAttachedTo );
CBaseClient *GetBaseUserForSplitClient( CBaseClient *pSplitUser );
void QueueSplitScreenDisconnect( CBaseClient *pSplitHost, CBaseClient *pSplitUser );
void ProcessSplitScreenDisconnects();
void UpdateGameType();
void UpdateGameData();
char const *GetGameType() const;
char const *GetGameData() const;
int GetGameDataVersion() const;
bool IsPlayingSoloAgainstBots() const;
bool ShouldHideServer() const;
bool ShouldHideFromMasterServer() const;
int GetMaxHumanPlayers() const;
int GetNumHumanPlayers() const;
void GetMasterServerPlayerCounts( int &nHumans, int &nMaxHumanSlots, int &nBots );
void OnPasswordChanged();
void ShowTags() const;
uint64 GetMatchId()const { return m_nMatchId; }
protected:
virtual IClient *ConnectClient ( const ns_address &adr, int protocol, int challenge, int authProtocol,
const char *name, const char *password, const char *hashedCDkey, int cdKeyLen,
CUtlVector< CCLCMsg_SplitPlayerConnect_t* > & splitScreenClients, bool isClientLowViolence, CrossPlayPlatform_t clientPlatform,
const byte *pbEncryptionKey, int nEncryptionKeyIndex );
virtual bool GetRedirectAddressForConnectClient( const ns_address &adr, CUtlVector< CCLCMsg_SplitPlayerConnect_t* > & splitScreenClients, ns_address *pNetAdrRedirect ) { return false; }
CBaseClient *GetFreeClient( const ns_address &adr );
virtual CBaseClient *CreateNewClient( int slot ) { return NULL; }; // must be derived
virtual bool FinishCertificateCheck( const ns_address &adr, int nAuthProtocol, const char *szRawCertificate ) { return true; };
virtual int GetChallengeNr ( const ns_address &adr );
virtual int GetChallengeType ( const ns_address &adr );
virtual bool CheckProtocol( const ns_address &adr, int nProtocol );
virtual bool CheckChallengeNr( const ns_address &adr, int nChallengeValue );
virtual bool CheckChallengeType( CBaseClient *client, int nNewUserID, const ns_address &adr, int nAuthProtocol, const char *pchLogonCookie, int cbCookie );
virtual bool CheckPassword( const ns_address &adr, const char *password, const char *name );
virtual void ReplyChallenge( const ns_address &adr, bf_read &msg );
virtual void ReplyServerChallenge( const ns_address &adr);
virtual void ReplyReservationRequest( const ns_address &adr, bf_read &msg );
virtual void ReplyReservationCheckRequest( const ns_address &adr, bf_read &msg );
virtual void CalculateCPUUsage();
// Keep the master server data updated.
virtual bool ShouldUpdateMasterServer();
void CheckMasterServerRequestRestart();
void UpdateMasterServer();
void UpdateMasterServerRules();
virtual void UpdateMasterServerPlayers() {}
void ForwardPacketsFromMasterServerUpdater();
void SetRestartOnLevelChange(bool state) { m_bRestartOnLevelChange = state; }
bool RequireValidChallenge( const ns_address &adr );
bool ValidChallenge( const ns_address &adr, int challengeNr );
bool ValidInfoChallenge( const ns_address &adr, const char *nugget );
void ClearBaselineHandles( void );
// Data
public:
server_state_t m_State; // some actions are only valid during load
int m_Socket; // network socket
int m_nTickCount; // current server tick
char m_szMapname[MAX_PATH]; // map name and path without extension
char m_szBaseMapname[MAX_MAP_NAME]; // map name without path or extension
char m_szMapGroupName[64]; // map group name
char m_szSkyname[64]; // skybox name
char m_Password[32]; // server password
CRC32_t worldmapCRC; // For detecting that client has a hacked local copy of map, the client will be dropped if this occurs.
CRC32_t clientDllCRC; // The dll that this server is expecting clients to be using.
CRC32_t stringTableCRC;
CNetworkStringTableContainer *m_StringTables; // newtork string table container
INetworkStringTable *m_pInstanceBaselineTable;
INetworkStringTable *m_pLightStyleTable;
INetworkStringTable *m_pUserInfoTable;
INetworkStringTable *m_pServerStartupTable;
INetworkStringTable *m_pDownloadableFileTable;
CUtlMap< int, SerializedEntityHandle_t > m_BaselineHandles;
// This will get set to NET_MAX_PAYLOAD if the server is MP.
bf_write m_Signon;
CUtlMemory<byte> m_SignonBuffer;
int serverclasses; // number of unique server classes
int serverclassbits; // log2 of serverclasses
bool IsReserved() const { return m_nReservationCookie != 0; }
void Unreserve(); // clear reservation if there is one
void UpdateReservedState();
uint64 GetReservationCookie() const;
void SetReservationCookie( uint64 uiCookie, PRINTF_FORMAT_STRING char const *pchReasonFormat, ... ) FMTFUNCTION( 3, 4 );
bool ReserveServerForQueuedGame( char const *szReservationPayload );
bool IsExclusiveToLobbyConnections() const;
bool IsSinglePlayerGame() const; // won't allow external connections, no heartbeat to master server, etc.
int GetNumGameSlots() const { return m_numGameSlots; }
enum EReservationStatus_t
{
kEReservationStatusRejected = 0, // Reservation is reject, client should go away
kEReservationStatusSuccess = 1, // Reservation is fully completed, client can connect
kEReservationStatusPending = 2, // Reservation is pending, client should wait and might get success packet later
};
void SendReservationStatus( EReservationStatus_t kEReservationStatus );
void ClearReservationStatus();
void FlagForSteamIDReuseAfterShutdown();
private:
// Gets the next user ID mod SHRT_MAX and unique (not used by any active clients).
int GetNextUserID();
int m_nUserid; // increases by one with every new client
void ClearTagStrings();
void AddTagString( CUtlString &dest, char const *pchString );
protected:
CBaseClient *GetFreeClientInternal( const ns_address &adr );
int m_nMaxclients; // Current max #
int m_nSpawnCount; // Number of servers spawned since start,
// used to check late spawns (e.g., when d/l'ing lots of
// data)
float m_flTickInterval; // time for 1 tick in seconds
float m_flTimescale; // the game time scale (multiplied in conjunction with host_timescale)
CUtlVector<CBaseClient*> m_Clients; // array of up to [maxclients] client slots.
bool m_bIsDedicated;
bool m_bIsDedicatedForXbox;
bool m_bIsDedicatedForPS3;
CUtlVector<challenge_t> m_ServerQueryChallenges; // prevent spoofed IP's from server queries/connecting
float m_fCPUPercent;
float m_fStartTime;
float m_fLastCPUCheckTime;
// This is only used for Steam's master server updater to refer to this server uniquely.
bool m_bRestartOnLevelChange;
double m_flFlagForSteamIDReuseAfterShutdownTime;
bool m_bMasterServerRulesDirty;
double m_flLastMasterServerUpdateTime;
struct SplitDisconnect_t
{
CBaseClient *m_pUser;
CBaseClient *m_pSplit;
};
CUtlVector< SplitDisconnect_t > m_QueuedForDisconnect;
struct QueueMatchPlayer_t
{
uint32 m_uiAccountID;
ns_address m_adr;
uint32 m_uiToken;
uint32 m_uiReservationStage;
};
CUtlVector< QueueMatchPlayer_t > m_arrReservationPlayers; // Reservation players in queue mode
uint64 m_nReservationCookie; // if this server has been reserved, cookie that connecting clients must present
uint64 *m_pnReservationCookieSession; // cookie that represents a server session
float m_flReservationExpiryTime; // time at which reservation expires
float m_flTimeLastClientLeft; // time when last client left server
int m_numGameSlots; // number of game slots allocated
CUtlString m_GameType;
CUtlVector<char> m_GameData;
int m_GameDataVersion;
float m_flTimeReservationGraceStarted; // time when client attempted to connect and was granted a reservation grace period
netadr_t m_adrReservationGraceStarted; // netadr of the client for whom reservation grace has been given
bool CanAcceptChallengesFrom( const ns_address &adrFrom ) const;
struct ReservationStatus_t
{
ReservationStatus_t() : m_bActive( false ), m_bSuccess( false )
{
}
bool m_bActive;
bool m_bSuccess;
ns_address m_Remote;
};
ReservationStatus_t m_ReservationStatus;
uint64 m_nMatchId;
};
extern CThreadFastMutex g_svInstanceBaselineMutex;
const ConVar &GetIndexedConVar( const ConVar &cv, int nIndex );
#endif // BASESERVER_H