|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Holds the CGCSession class
//
//=============================================================================
#include "stdafx.h"
#include "gcsession.h"
#include "steamextra/rtime.h"
#include "gcsdk_gcmessages.pb.h"
#include "gcsdk/gcreportprinter.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Probably this makes more sense true by default, but we're spewing a ton and Fletcher says it
// isn't a big deal for TF so here we go.
GCConVar gs_session_assert_valid_addr_and_port( "gs_session_assert_valid_addr_and_port", "0" );
namespace GCSDK {
DECLARE_GC_EMIT_GROUP( g_EGSessions, sessions ); DECLARE_GC_EMIT_GROUP_DEFAULTS( g_EGRateLimit, ratelimit, 2, 3 );
GCConVar max_user_messages_per_second( "max_user_messages_per_second", "20", 0, "Maximum number of messages a user can send per second. 0 disables the rate limiting" ); static GCConVar user_message_rate_limit_warning_period( "user_message_rate_limit_warning_period", "30", 0, "Number of seconds between warning about rate limiting for users" );
static GCConVar msg_rate_limit_report_user_bucket_1( "msg_rate_limit_report_user_bucket_1", "10", 0, "These values control where various users are bucketed in rate limiting reports to help identify how frequently users are running into rate limiting" ); static GCConVar msg_rate_limit_report_user_bucket_2( "msg_rate_limit_report_user_bucket_2", "100", 0, "These values control where various users are bucketed in rate limiting reports to help identify how frequently users are running into rate limiting" );
static GCConVar msg_rate_limit_list_user( "msg_rate_limit_list_user", "0", 0, "When set to a user account ID, this will report all the messages that are rate limited for that user to the console" );
CMsgRateLimitTracker g_RateLimitTracker;
CMsgRateLimitTracker::CMsgRateLimitTracker() : m_StartTime( CRTime::RTime32TimeCur() ) { }
void CMsgRateLimitTracker::TrackRateLimitedMsg( const CSteamID steamID, MsgType_t eMsgType ) { //update message stat
{ uint32 nMsgIndex = m_MsgStats.Find( eMsgType ); if( !m_MsgStats.IsValidIndex( nMsgIndex ) ) { nMsgIndex = m_MsgStats.Insert( eMsgType, 0 ); } m_MsgStats[ nMsgIndex ]++; }
//update user stats
{ uint32 nUserIndex = m_UserStats.Find( steamID ); if( !m_UserStats.IsValidIndex( nUserIndex ) ) { nUserIndex = m_UserStats.Insert( steamID, 0 ); } m_UserStats[ nUserIndex ]++; }
//determine the severity to output the warning at. Assume verbose unless we are tracking a specific account ID (note that no account has 0 so 0 still effectively turns it off)
CGCEmitGroup::EMsgLevel eMsgLevel = CGCEmitGroup::kMsg_Verbose; if( ( uint32 )msg_rate_limit_list_user.GetInt() == steamID.GetAccountID() ) { eMsgLevel = CGCEmitGroup::kMsg_Msg; } EG_EMIT( g_EGMessages, eMsgLevel, "Dropped message %s (%d) for user %s\n", PchMsgNameFromEMsg( eMsgType ), eMsgType, steamID.Render() ); }
void CMsgRateLimitTracker::ReportMsgStats() const { CGCReportPrinter rp; rp.AddStringColumn( "Msg" ); rp.AddIntColumn( "Count", CGCReportPrinter::eSummary_Total );
FOR_EACH_MAP_FAST( m_MsgStats, nCurrMsg ) { rp.StrValue( PchMsgNameFromEMsg( m_MsgStats.Key( nCurrMsg ) ) ); rp.IntValue( m_MsgStats[ nCurrMsg ] ); rp.CommitRow(); }
rp.SortReport( "Count" ); rp.PrintReport( SPEW_CONSOLE ); }
void CMsgRateLimitTracker::ReportTopUsers( uint32 nMinMsgs, uint32 nListTop ) const { //collect a list of all messages, and sort them into order of frequency
CGCReportPrinter rp; rp.AddSteamIDColumn( "User" ); rp.AddIntColumn( "Count", CGCReportPrinter::eSummary_Total );
FOR_EACH_MAP_FAST( m_UserStats, nCurrMsg ) { rp.SteamIDValue( m_UserStats.Key( nCurrMsg ) ); rp.IntValue( m_UserStats[ nCurrMsg ] ); rp.CommitRow(); }
rp.SortReport( "Count" ); rp.PrintReport( SPEW_CONSOLE, nListTop ); }
void CMsgRateLimitTracker::ReportUserStats() const { //run through the users and aggregate stats
const uint32 nBucketLimit1 = ( uint32 )max( 0, min( msg_rate_limit_report_user_bucket_1.GetInt(), msg_rate_limit_report_user_bucket_2.GetInt() ) ); const uint32 nBucketLimit2 = ( uint32 )max( 0, max( msg_rate_limit_report_user_bucket_1.GetInt(), msg_rate_limit_report_user_bucket_2.GetInt() ) );
uint32 nTotalMsg = 0; uint32 nMaxUser = 0; uint32 nBucketCount1 = 0; uint32 nBucketCount2 = 0; FOR_EACH_MAP_FAST( m_UserStats, nCurrMsg ) { //add user counts to the buckets
const uint32 nMsgs = m_UserStats[ nCurrMsg ]; if( nMsgs <= nBucketLimit1 ) nBucketCount1++; else if( nMsgs <= nBucketLimit2 ) nBucketCount2++;
//add up our total number of offenses
nTotalMsg += nMsgs; nMaxUser = max( nMaxUser, nMsgs ); }
EG_MSG( SPEW_CONSOLE, "Capture Duration: %ds\n", CRTime::RTime32TimeCur() - m_StartTime ); EG_MSG( SPEW_CONSOLE, "Total Dropped Messages: %d\n", nTotalMsg ); EG_MSG( SPEW_CONSOLE, "Message IDs: %d\n", m_MsgStats.Count() ); EG_MSG( SPEW_CONSOLE, "Users: %d (peak: %d)\n", m_UserStats.Count(), nMaxUser ); EG_MSG( SPEW_CONSOLE, " Below %d msgs: %d\n", nBucketLimit1, nBucketCount1 ); EG_MSG( SPEW_CONSOLE, " Below %d msgs: %d\n", nBucketLimit2, nBucketCount2 ); }
void CMsgRateLimitTracker::ClearStats() { m_StartTime = CRTime::RTime32TimeCur(); m_UserStats.RemoveAll(); m_MsgStats.RemoveAll(); }
//console command hooks
GC_CON_COMMAND( msg_rate_limit_dump, "Dumps stats about rate limiting of messages" ) { g_RateLimitTracker.ReportUserStats(); g_RateLimitTracker.ReportMsgStats(); g_RateLimitTracker.ReportTopUsers( 0, 20 ); }
GC_CON_COMMAND( msg_rate_limit_dump_users, "Dumps a list of users that have been rate limited. Optional parameters can specify the number to dump or the minimum number of messages required." ) { if( args.ArgC() < 3 ) { EG_MSG( SPEW_CONSOLE, "Proper usage is: %s <min messages> <top users> - Specify 0 for one or both to have it be ignored\n", args[ 0 ] ); return; } g_RateLimitTracker.ReportTopUsers( ( uint32 )max( 0, atoi( args[ 1 ] ) ), ( uint32 )max( 0, atoi( args[ 2 ] ) ) ); }
GC_CON_COMMAND( msg_rate_limit_dump_msgs, "Dumps a list of messages that have been rate limited." ) { g_RateLimitTracker.ReportMsgStats(); }
GC_CON_COMMAND( msg_rate_limit_clear, "Clears all the accumulated msg rate limit stats" ) { g_RateLimitTracker.ClearStats(); }
//------------------------------------------------------------------------------------------
// CSteamIDRateLimit
//------------------------------------------------------------------------------------------
CSteamIDRateLimit::CSteamIDRateLimit( const GCConVar& cvNumPerPeriod, const GCConVar* pcvPeriodS ) : m_cvNumPerPeriod( cvNumPerPeriod ), m_pcvPeriodS( pcvPeriodS ), m_LastClear( CRTime::RTime32TimeCur() ), m_FrameFunction( "SteamIDRateLimit", CBaseFrameFunction::k_EFrameType_RunOnce ) { m_FrameFunction.Register( this, &CSteamIDRateLimit::OnFrameFn ); }
CSteamIDRateLimit::~CSteamIDRateLimit() { }
bool CSteamIDRateLimit::BIsRateLimited( CSteamID steamID, uint32 unMsgType ) { int nIndex = m_Msgs.FindOrInsert( steamID, 0 ); if( ++m_Msgs[ nIndex ] >= ( uint32 )m_cvNumPerPeriod.GetInt() ) { g_RateLimitTracker.TrackRateLimitedMsg( steamID, unMsgType ); return true; } return false; }
bool CSteamIDRateLimit::OnFrameFn( const CLimitTimer& timer ) { //if no period is specified, assume one second
int nIntervalS = ( m_pcvPeriodS ) ? MAX( 1, m_pcvPeriodS->GetInt() ) : 1; if( CRTime::RTime32TimeCur() >= m_LastClear + nIntervalS ) { m_Msgs.RemoveAll(); m_LastClear = CRTime::RTime32TimeCur(); } return false; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CGCSession::CGCSession( const CSteamID & steamID, CGCSharedObjectCache *pSOCache ) : m_steamID( steamID ), m_pSOCache( pSOCache ), m_bIsShuttingDown( false ), m_osType( k_eOSUnknown ), m_bIsTestSession( false ), m_bIsSecure( false ), m_unIPPublic( 0 ), m_flLatitude( 0.0f ), m_flLongitude( 0.0f ) , m_haveGeoLocation( false ), m_bInitialized( false ), m_rtLastMessageReceived( 0 ) { m_jtLastMessageReceived.SetLTime( 0 ); m_jtTimeSentPing.SetLTime( 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGCSession::~CGCSession() { }
//-----------------------------------------------------------------------------
// Purpose: Checks the message against rate limiting. Returns true if we should
// drop the message. False otherwise. This default behavior is a very basic
// n messages / user / second rate limiting that's only meant to stop the
// worse abuses
//-----------------------------------------------------------------------------
bool CGCSession::BRateLimitMessage( MsgType_t unMsgType ) { unMsgType &= ~k_EMsgProtoBufFlag; if ( max_user_messages_per_second.GetInt() <= 0 ) return false;
RTime32 rtCur = CRTime::RTime32TimeCur(); m_jtLastMessageReceived.SetToJobTime(); if ( m_rtLastMessageReceived != rtCur ) { m_rtLastMessageReceived = rtCur; m_unMessagesRecievedThisSecond = 0; }
m_unMessagesRecievedThisSecond++; if ( m_unMessagesRecievedThisSecond > (uint32)max_user_messages_per_second.GetInt() ) { //log this message
g_RateLimitTracker.TrackRateLimitedMsg( GetSteamID(), unMsgType ); return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: The run function is called on each session (user and gameserver)
// approximately every k_nUserSessionRunInterval microseconds (or
// k_nGSSessionRunInterval for GS Sessions)
//-----------------------------------------------------------------------------
void CGCSession::Run() { // These cached subscription messages are very expensive and only needed for a short period of time
// If we're hitting the run loop, it's been around long enough
GetSOCache()->ClearCachedSubscriptionMessage(); }
//-----------------------------------------------------------------------------
bool CGCSession::GetGeoLocation( float &latitude, float &longittude ) const { latitude = m_flLatitude; longittude = m_flLongitude;
return m_haveGeoLocation; }
//-----------------------------------------------------------------------------
void CGCSession::SetGeoLocation( float latitude, float longittude ) { m_flLatitude = latitude; m_flLongitude = longittude; m_haveGeoLocation = true; }
//-----------------------------------------------------------------------------
// Purpose: Claims all the memory for the session object
//-----------------------------------------------------------------------------
#ifdef DBGFLAG_VALIDATE
void CGCSession::Validate( CValidator &validator, const char *pchName ) { VALIDATE_SCOPE(); } #endif // DBGFLAG_VALIDATE
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGCUserSession::~CGCUserSession() { if ( m_steamIDGS.BGameServerAccount() ) { EmitError( SPEW_GC, "Destroying user %s while still connected to server %s\n", GetSteamID().Render(), GetSteamIDGS().Render() ); } }
bool CGCUserSession::BInit() { return true; }
//-----------------------------------------------------------------------------
// Purpose: Sets the session's game server to the given SteamID. This will
// cause the session to leave the current server it's on, it any
// Returns: True if the user's session was added to the GS's session.
// False if the session could not be found or if the user was already
// on the server.
//-----------------------------------------------------------------------------
bool CGCUserSession::BSetServer( const CSteamID &steamIDGS ) { if ( steamIDGS == m_steamIDGS ) return false;
BLeaveServer();
if( steamIDGS.IsValid() ) { CGCGSSession *pGSSession = GGCBase()->FindGSSession( steamIDGS ); if ( !pGSSession ) { EmitError( SPEW_GC, "User %s attempting to join server %s which has no session\n", GetSteamID().Render(), steamIDGS.Render() ); return false; }
if ( !pGSSession->BAddUser( GetSteamID() ) ) { EmitWarning( SPEW_GC, SPEW_ALWAYS, "Server %s already had user %s in its user list\n", steamIDGS.Render(), GetSteamID().Render() ); // Fall through
} }
m_steamIDGS = steamIDGS; return true; }
//-----------------------------------------------------------------------------
// Purpose: Removes the session from the given game server
// Returns: True if the user's session was removed from the GS's session.
// False if the session could not be found or if the user was not found
// on the server.
//-----------------------------------------------------------------------------
bool CGCUserSession::BLeaveServer() { if( m_steamIDGS.IsValid() ) { // Remember the last server we were connected to
m_steamIDGSPrev = m_steamIDGS;
CGCGSSession *pGSSession = GGCBase()->FindGSSession( m_steamIDGS ); if ( pGSSession ) { pGSSession->BRemoveUser( GetSteamID() ); } }
m_steamIDGS = CSteamID(); return true; }
//-----------------------------------------------------------------------------
// Purpose: Dumps useful information about this session
//-----------------------------------------------------------------------------
void CGCUserSession::Dump( bool bFull ) const { // this is ifdef'd out in Steam because GCSDK can't depend on steamid.cpp
#ifndef STEAM
EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "User Session %s (%s)\n", GetSteamID().Render(), BIsShuttingDown() ? "SHUTTING DOWN" : "Active" ); CJob *pJob = GGCBase()->PJobHoldingLock( GetSteamID() ); if( pJob ) { EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\t LOCKED BY: %s\n", pJob->GetName() ); } if( bFull && GetSOCache() ) GetSOCache()->Dump(); if( GetSteamIDGS().BGameServerAccount() ) EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\tGameserver: %s\n", GetSteamIDGS().Render() ); EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\tOS: %d Secure: %d\n", GetOSType(), IsSecure() ? 1 : 0 ); #endif
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CGCGSSession::CGCGSSession( const CSteamID & steamID, CGCSharedObjectCache *pCache, uint32 unServerAddr, uint16 usServerPort ) : CGCSession( steamID, pCache ), m_unServerAddr( unServerAddr ), m_usServerPort( usServerPort ) { if ( gs_session_assert_valid_addr_and_port.GetBool() ) { Assert( unServerAddr ); Assert( usServerPort ); }
// Default our public IP to be the same as our IP address
m_unIPPublic = unServerAddr; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGCGSSession::~CGCGSSession() { if ( m_vecUsers.Count() > 0 ) { EmitError( SPEW_GC, "Destroying game server %s while %d users are still connected\n", GetSteamID().Render(), m_vecUsers.Count() ); } }
//-----------------------------------------------------------------------------
// Purpose: Adds a user to the list of users active on the game server
// Returns: True if the user was added, false if the user was already on this
// server.
//-----------------------------------------------------------------------------
bool CGCGSSession::BAddUser( const CSteamID &steamIDUser ) { if( m_vecUsers.HasElement( steamIDUser ) ) return false;
PreAddUser( steamIDUser ); m_vecUsers.AddToTail( steamIDUser ); PostAddUser( steamIDUser ); return true; }
//-----------------------------------------------------------------------------
// Purpose: Called if our IP / port changes after session is started
//-----------------------------------------------------------------------------
void CGCGSSession::SetIPAndPort( uint32 unServerAddr, uint16 usServerPort ) { // If we didn't have an override for the public IP, then also
// update the public IP.
//
// !KLUDGE! This is gross for two reasons:
// - First, do we really need two different fields?
// - Second, why can the IP change after the session is created?
// Shouldn't we force the session to be destroyed and recreated?
// It cannot *really* be the same "session", can it?
if ( m_unIPPublic == m_unServerAddr ) m_unIPPublic = unServerAddr; m_unServerAddr = unServerAddr; m_usServerPort = usServerPort; }
//-----------------------------------------------------------------------------
// Purpose: Removes a user from the list of users active on the game server
// Returns: True if the user was added, false if the user was not already on
// this server.
//-----------------------------------------------------------------------------
bool CGCGSSession::BRemoveUser( const CSteamID &steamIDUser ) { int nIndex = m_vecUsers.Find( steamIDUser ); if ( !m_vecUsers.IsValidIndex( nIndex ) ) return false;
PreRemoveUser( steamIDUser ); m_vecUsers.Remove( nIndex ); PostRemoveUser( steamIDUser ); return true; }
//-----------------------------------------------------------------------------
// Purpose: Removes all users from the list of game server users.
//-----------------------------------------------------------------------------
void CGCGSSession::RemoveAllUsers() { if ( 0 == m_vecUsers.Count() ) return;
PreRemoveAllUsers();
// Iterate all the users and tell them to leave this server.
// Using back because the users will remove themselves from
// this list during this function
FOR_EACH_VEC_BACK( m_vecUsers, i ) { CGCUserSession *pUserSession = GGCBase()->FindUserSession( m_vecUsers[i] ); if ( pUserSession ) { pUserSession->BLeaveServer(); } }
// Catch anyone we don't have a session for anymore
m_vecUsers.RemoveAll();
PostRemoveAllUsers(); }
#define iptod(x) ((x)>>24&0xff), ((x)>>16&0xff), ((x)>>8&0xff), ((x)&0xff)
//-----------------------------------------------------------------------------
// Purpose: Dumps useful information about this session
//-----------------------------------------------------------------------------
void CGCGSSession::Dump( bool bFull ) const { // this is ifdef'd out in Steam because GCSDK can't depend on steamid.cpp
#ifndef STEAM
EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "GS Session %s\n", GetSteamID().Render() ); CJob *pJob = GGCBase()->PJobHoldingLock( GetSteamID() ); if( pJob ) { EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\t LOCKED BY: %s\n", pJob->GetName() ); } EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\t%d users:\n", m_vecUsers.Count() ); FOR_EACH_VEC( m_vecUsers, nUser ) { EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\t\t%s\n", m_vecUsers[nUser].Render() ); } if( GetSOCache() ) { if ( bFull ) { GetSOCache()->Dump(); } else { EmitInfo( SPEW_CONSOLE, SPEW_ALWAYS, LOG_ALWAYS, "\t SO Cache Version: %llu\n", GetSOCache()->GetVersion() ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Claims all the memory for the session object
//-----------------------------------------------------------------------------
#ifdef DBGFLAG_VALIDATE
void CGCGSSession::Validate( CValidator &validator, const char *pchName ) { CGCSession::Validate( validator, pchName);
VALIDATE_SCOPE();
ValidateObj( m_vecUsers ); } #endif // DBGFLAG_VALIDATE
//-----------------------------------------------------------------------------
// Purpose: Client says it needs the SO Cache
// Input : pNetPacket - received message
//-----------------------------------------------------------------------------
class CGCCacheSubscriptionRefresh: public CGCJob { public: CGCCacheSubscriptionRefresh( CGCBase *pGC ) : CGCJob( pGC ) { } bool BYieldingRunJobFromMsg( IMsgNetPacket *pNetPacket ); };
bool CGCCacheSubscriptionRefresh::BYieldingRunJobFromMsg( IMsgNetPacket *pNetPacket ) { CProtoBufMsg<CMsgSOCacheSubscriptionRefresh> msg( pNetPacket );
CSteamID steamID( msg.Hdr().client_steam_id() );
CSteamID steamIDCacheOwner( msg.Body().owner() ); CGCSharedObjectCache *pCache = m_pGC->FindSOCache( steamIDCacheOwner ); if ( pCache == NULL || !pCache->BIsSubscribed( steamID ) ) { return false; }
pCache->SendSubscriberMessage( steamID );
return true; }
GC_REG_JOB( CGCBase, CGCCacheSubscriptionRefresh, "CGCCacheSubscriptionRefresh", k_ESOMsg_CacheSubscriptionRefresh, k_EServerTypeGC );
} // namespace GCSDK
|