Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// baseserver.cpp: implementation of the CBaseServer class.
//
//////////////////////////////////////////////////////////////////////
#if defined(_WIN32) && !defined(_X360)
#include "winlite.h" // FILETIME
#elif defined(POSIX)
#include <time.h>
/*
#include <sys/sysinfo.h>
#include <asm/param.h> // for HZ
*/
#include <sys/resource.h>
#include <netinet/in.h>
#elif defined(_X360)
#else
#error "Includes for CPU usage calcs here"
#endif
#include "filesystem_engine.h"
#include "baseserver.h"
#include "sysexternal.h"
#include "quakedef.h"
#include "host.h"
#include "netmessages.h"
#include "sys.h"
#include "framesnapshot.h"
#include "sv_packedentities.h"
#include "dt_send_eng.h"
#include "dt_recv_eng.h"
#include "networkstringtable.h"
#include "sys_dll.h"
#include "host_cmd.h"
#include "sv_steamauth.h"
#include <proto_oob.h>
#include <vstdlib/random.h>
#include <irecipientfilter.h>
#include <KeyValues.h>
#include <tier0/vprof.h>
#include <cdll_int.h>
#include <eiface.h>
#include <client_class.h>
#include "tier0/icommandline.h"
#include "sv_steamauth.h"
#include "tier0/vcrmode.h"
#include "sv_ipratelimit.h"
#include "cl_steamauth.h"
#include "sv_filter.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CThreadFastMutex g_svInstanceBaselineMutex;
extern CGlobalVars g_ServerGlobalVariables;
static ConVar sv_max_queries_sec( "sv_max_queries_sec", "3.0", 0, "Maximum queries per second to respond to from a single IP address." );
static ConVar sv_max_queries_window( "sv_max_queries_window", "30", 0, "Window over which to average queries per second averages." );
static ConVar sv_max_queries_sec_global( "sv_max_queries_sec_global", "3000", 0, "Maximum queries per second to respond to from anywhere." );
static ConVar sv_max_connects_sec( "sv_max_connects_sec", "2.0", 0, "Maximum connections per second to respond to from a single IP address." );
static ConVar sv_max_connects_window( "sv_max_connects_window", "4", 0, "Window over which to average connections per second averages." );
// This defaults to zero so that somebody spamming the server with packets cannot lock out other clients.
static ConVar sv_max_connects_sec_global( "sv_max_connects_sec_global", "0", 0, "Maximum connections per second to respond to from anywhere." );
static CIPRateLimit s_queryRateChecker( &sv_max_queries_sec, &sv_max_queries_window, &sv_max_queries_sec_global );
static CIPRateLimit s_connectRateChecker( &sv_max_connects_sec, &sv_max_connects_window, &sv_max_connects_sec_global );
// Give new data to Steam's master server updater every N seconds.
// This is NOT how often packets are sent to master servers, only how often the
// game server talks to Steam's master server updater (which is on the game server's
// machine, not the Steam servers).
#define MASTER_SERVER_UPDATE_INTERVAL 2.0
// Steam has a matching one in matchmakingtypes.h
#define MAX_TAG_STRING_LENGTH 128
int SortServerTags( char* const *p1, char* const *p2 )
{
return ( Q_strcmp( *p1, *p2 ) > 0 );
}
static void ServerTagsCleanUp( void )
{
CUtlVector<char*> TagList;
ConVarRef sv_tags( "sv_tags" );
if ( sv_tags.IsValid() )
{
int i;
char tmptags[MAX_TAG_STRING_LENGTH];
tmptags[0] = '\0';
V_SplitString( sv_tags.GetString(), ",", TagList );
// make a pass on the tags to eliminate preceding whitespace and empty tags
for ( i = 0; i < TagList.Count(); i++ )
{
if ( i > 0 )
{
Q_strncat( tmptags, ",", MAX_TAG_STRING_LENGTH );
}
char *pChar = TagList[i];
while ( *pChar && *pChar == ' ' )
{
pChar++;
}
// make sure we don't have an empty string (all spaces or ,,)
if ( *pChar )
{
Q_strncat( tmptags, pChar, MAX_TAG_STRING_LENGTH );
}
}
// reset our lists and sort the tags
TagList.PurgeAndDeleteElements();
V_SplitString( tmptags, ",", TagList );
TagList.Sort( SortServerTags );
tmptags[0] = '\0';
// create our new, sorted list of tags
for ( i = 0; i < TagList.Count(); i++ )
{
if ( i > 0 )
{
Q_strncat( tmptags, ",", MAX_TAG_STRING_LENGTH );
}
Q_strncat( tmptags, TagList[i], MAX_TAG_STRING_LENGTH );
}
// set our convar and purge our list
sv_tags.SetValue( tmptags );
TagList.PurgeAndDeleteElements();
}
}
static void SvTagsChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
// We're going to modify the sv_tags convar here, which will cause this to be called again. Prevent recursion.
static bool bTagsChangeCallback = false;
if ( bTagsChangeCallback )
return;
bTagsChangeCallback = true;
ServerTagsCleanUp();
ConVarRef var( pConVar );
if ( Steam3Server().SteamGameServer() )
{
Steam3Server().SteamGameServer()->SetGameTags( var.GetString() );
}
bTagsChangeCallback = false;
}
ConVar sv_region( "sv_region","-1", FCVAR_NONE, "The region of the world to report this server in." );
static ConVar sv_instancebaselines( "sv_instancebaselines", "1", FCVAR_DEVELOPMENTONLY, "Enable instanced baselines. Saves network overhead." );
static ConVar sv_stats( "sv_stats", "1", 0, "Collect CPU usage stats" );
static ConVar sv_enableoldqueries( "sv_enableoldqueries", "0", 0, "Enable support for old style (HL1) server queries" );
static ConVar sv_password( "sv_password", "", FCVAR_NOTIFY | FCVAR_PROTECTED | FCVAR_DONTRECORD, "Server password for entry into multiplayer games" );
ConVar sv_tags( "sv_tags", "", FCVAR_NOTIFY, "Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.", SvTagsChangeCallback );
ConVar sv_visiblemaxplayers( "sv_visiblemaxplayers", "-1", 0, "Overrides the max players reported to prospective clients" );
ConVar sv_alternateticks( "sv_alternateticks", ( IsX360() ) ? "1" : "0", FCVAR_SPONLY, "If set, server only simulates entities on even numbered ticks.\n" );
ConVar sv_allow_wait_command( "sv_allow_wait_command", "1", FCVAR_REPLICATED, "Allow or disallow the wait command on clients connected to this server." );
ConVar sv_allow_color_correction( "sv_allow_color_correction", "1", FCVAR_REPLICATED, "Allow or disallow clients to use color correction on this server." );
extern CNetworkStringTableContainer *networkStringTableContainerServer;
extern ConVar sv_stressbots;
int g_CurGameServerID = 1;
// #define ALLOW_DEBUG_DEDICATED_SERVER_OUTSIDE_STEAM
bool AllowDebugDedicatedServerOutsideSteam()
{
#if defined( ALLOW_DEBUG_DEDICATED_SERVER_OUTSIDE_STEAM )
return true;
#else
return false;
#endif
}
static void SetMasterServerKeyValue( ISteamGameServer *pUpdater, IConVar *pConVar )
{
ConVarRef var( pConVar );
// For protected cvars, don't send the string
if ( var.IsFlagSet( FCVAR_PROTECTED ) )
{
// If it has a value string and the string is not "none"
if ( ( strlen( var.GetString() ) > 0 ) &&
stricmp( var.GetString(), "none" ) )
{
pUpdater->SetKeyValue( var.GetName(), "1" );
}
else
{
pUpdater->SetKeyValue( var.GetName(), "0" );
}
}
else
{
pUpdater->SetKeyValue( var.GetName(), var.GetString() );
}
if ( Steam3Server().BIsActive() )
{
sv.RecalculateTags();
}
}
static void ServerNotifyVarChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
if ( !pConVar->IsFlagSet( FCVAR_NOTIFY ) )
return;
ISteamGameServer *pUpdater = Steam3Server().SteamGameServer();
if ( !pUpdater )
{
// This will force it to send all the rules whenever the master server updater is there.
sv.SetMasterServerRulesDirty();
return;
}
SetMasterServerKeyValue( pUpdater, pConVar );
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBaseServer::CBaseServer()
{
// Just get a unique ID to talk to the steam master server updater.
m_bRestartOnLevelChange = false;
m_StringTables = NULL;
m_pInstanceBaselineTable = NULL;
m_pLightStyleTable = NULL;
m_pUserInfoTable = NULL;
m_pServerStartupTable = NULL;
m_pDownloadableFileTable = NULL;
m_fLastCPUCheckTime = 0;
m_fStartTime = 0;
m_fCPUPercent = 0;
m_Socket = NS_SERVER;
m_nTickCount = 0;
m_szMapname[0] = 0;
m_szSkyname[0] = 0;
m_Password[0] = 0;
V_memset( worldmapMD5.bits, 0, MD5_DIGEST_LENGTH );
serverclasses = serverclassbits = 0;
m_nMaxclients = m_nSpawnCount = 0;
m_flTickInterval = 0.03;
m_nUserid = 0;
m_nNumConnections = 0;
m_bIsDedicated = false;
m_fCPUPercent = 0;
m_fStartTime = 0;
m_fLastCPUCheckTime = 0;
m_bMasterServerRulesDirty = true;
m_flLastMasterServerUpdateTime = 0;
m_CurrentRandomNonce = 0;
m_LastRandomNonce = 0;
m_flLastRandomNumberGenerationTime = -3.0f; // force it to calc first frame
m_bReportNewFakeClients = true;
m_flPausedTimeEnd = -1.f;
}
CBaseServer::~CBaseServer()
{
}
/*
================
SV_CheckChallenge
Make sure connecting client is not spoofing
================
*/
bool CBaseServer::CheckChallengeNr( netadr_t &adr, int nChallengeValue )
{
// See if the challenge is valid
// Don't care if it is a local address.
if ( adr.IsLoopback() )
return true;
// X360TBD: network
if ( IsX360() )
return true;
uint64 challenge = ((uint64)adr.GetIPNetworkByteOrder() << 32) + m_CurrentRandomNonce;
CRC32_t hash;
CRC32_Init( &hash );
CRC32_ProcessBuffer( &hash, &challenge, sizeof(challenge) );
CRC32_Final( &hash );
if ( (int)hash == nChallengeValue )
return true;
// try with the old random nonce
challenge &= 0xffffffff00000000ull;
challenge += m_LastRandomNonce;
hash = 0;
CRC32_Init( &hash );
CRC32_ProcessBuffer( &hash, &challenge, sizeof(challenge) );
CRC32_Final( &hash );
if ( (int)hash == nChallengeValue )
return true;
return false;
}
const char *CBaseServer::GetPassword() const
{
const char *password = sv_password.GetString();
// if password is empty or "none", return NULL
if ( !password[0] || !Q_stricmp(password, "none" ) )
{
return NULL;
}
return password;
}
void CBaseServer::SetPassword(const char *password)
{
if ( password != NULL )
{
Q_strncpy( m_Password, password, sizeof(m_Password) );
}
else
{
m_Password[0] = 0; // clear password
}
}
#define MAX_REUSE_PER_IP 5 // 5 outstanding connect request within timeout window, to account for NATs
/*
================
CheckIPConnectionReuse
Determine if this IP requesting the connect is connecting too often
================
*/
bool CBaseServer::CheckIPConnectionReuse( netadr_t &adr )
{
int nSimultaneouslyConnections = 0;
for ( int slot = 0 ; slot < m_Clients.Count() ; slot++ )
{
CBaseClient *client = m_Clients[slot];
// if the user is connected but not fully in AND the addr's match
if ( client->IsConnected() &&
!client->IsActive() &&
!client->IsFakeClient() &&
adr.CompareAdr ( client->m_NetChannel->GetRemoteAddress(), true ) )
{
nSimultaneouslyConnections++;
}
}
if ( nSimultaneouslyConnections > MAX_REUSE_PER_IP )
{
Msg ("Too many connect packets from %s\n", adr.ToString( true ) );
return false; // too many connect packets!!!!
}
return true; // this IP is okay
}
int CBaseServer::GetNextUserID()
{
// Note: we'll usually exit on the first pass of this loop..
for ( int i=0; i < m_Clients.Count()+1; i++ )
{
int nTestID = (m_nUserid + i + 1) % SHRT_MAX;
// Make sure no client has this user ID.
int iClient;
for ( iClient=0; iClient < m_Clients.Count(); iClient++ )
{
if ( m_Clients[iClient]->GetUserID() == nTestID )
break;
}
// Ok, no client has this ID, so return it.
if ( iClient == m_Clients.Count() )
return nTestID;
}
Assert( !"GetNextUserID: can't find a unique ID." );
return m_nUserid + 1;
}
/*
================
SV_ConnectClient
Initializes a CSVClient for a new net connection. This will only be called
once for a player each game, not once for each level change.
================
*/
IClient *CBaseServer::ConnectClient ( netadr_t &adr, int protocol, int challenge, int clientChallenge, int authProtocol,
const char *name, const char *password, const char *hashedCDkey, int cdKeyLen )
{
COM_TimestampedLog( "CBaseServer::ConnectClient" );
if ( !IsActive() )
{
return NULL;
}
if ( !name || !password || !hashedCDkey )
{
return NULL;
}
// Make sure protocols match up
if ( !CheckProtocol( adr, protocol, clientChallenge ) )
{
return NULL;
}
if ( !CheckChallengeNr( adr, challenge ) )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectBadChallenge" );
return NULL;
}
// SourceTV checks password & restrictions later once we know
// if its a normal spectator client or a relay proxy
if ( !IsHLTV() && !IsReplay() )
{
#ifndef NO_STEAM
// LAN servers restrict to class b IP addresses
if ( !CheckIPRestrictions( adr, authProtocol ) )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectLANRestrict");
return NULL;
}
#endif
if ( !CheckPassword( adr, password, name ) )
{
// failed
ConMsg ( "%s: password failed.\n", adr.ToString() );
// Special rejection handler.
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectBadPassword" );
return NULL;
}
}
COM_TimestampedLog( "CBaseServer::ConnectClient: GetFreeClient" );
CBaseClient *client = GetFreeClient( adr );
if ( !client )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectServerFull" );
return NULL; // no free slot found
}
int nNextUserID = GetNextUserID();
if ( !CheckChallengeType( client, nNextUserID, adr, authProtocol, hashedCDkey, cdKeyLen, clientChallenge ) ) // we use the client pointer to track steam requests
{
return NULL;
}
ISteamGameServer *pSteamGameServer = Steam3Server().SteamGameServer();
if ( !pSteamGameServer && authProtocol == PROTOCOL_STEAM )
{
Warning("NULL ISteamGameServer in ConnectClient. Steam authentication may fail.\n");
}
if ( Filter_IsUserBanned( client->GetNetworkID() ) )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer && authProtocol == PROTOCOL_STEAM )
pSteamGameServer->SendUserDisconnect( client->m_SteamID );
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectBanned" );
return NULL;
}
#if !defined( _HLTVTEST ) && !defined( _REPLAYTEST )
if ( !FinishCertificateCheck( adr, authProtocol, hashedCDkey, clientChallenge ) )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer && authProtocol == PROTOCOL_STEAM )
pSteamGameServer->SendUserDisconnect( client->m_SteamID );
return NULL;
}
#endif
COM_TimestampedLog( "CBaseServer::ConnectClient: NET_CreateNetChannel" );
// create network channel
INetChannel * netchan = NET_CreateNetChannel( m_Socket, &adr, adr.ToString(), client );
if ( !netchan )
{
// Need to make sure the master server is updated with the rejected connection because
// we called Steam3Server().NotifyClientConnect() in CheckChallengeType() above.
if ( pSteamGameServer && authProtocol == PROTOCOL_STEAM )
pSteamGameServer->SendUserDisconnect( client->m_SteamID );
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectFailedChannel" );
return NULL;
}
// setup netchannl settings
netchan->SetChallengeNr( challenge );
COM_TimestampedLog( "CBaseServer::ConnectClient: client->Connect" );
// make sure client is reset and clear
client->Connect( name, nNextUserID, netchan, false, clientChallenge );
m_nUserid = nNextUserID;
m_nNumConnections++;
// Will get reset from userinfo, but this value comes from sv_updaterate ( the default )
client->m_fSnapshotInterval = 1.0f/20.0f;
client->m_fNextMessageTime = net_time + client->m_fSnapshotInterval;
// Force a full delta update on first packet.
client->m_nDeltaTick = -1;
client->m_nSignonTick = 0;
client->m_nStringTableAckTick = 0;
client->m_pLastSnapshot = NULL;
// Tell client connection worked, now use netchannels
{
ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
bf_write msg( msg_buffer, sizeof(msg_buffer) );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( S2C_CONNECTION );
msg.WriteLong( clientChallenge );
msg.WriteString( "0000000000" ); // pad out
NET_SendPacket ( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
// Set up client structure.
if ( authProtocol == PROTOCOL_HASHEDCDKEY )
{
// use hased CD key as player GUID
Q_strncpy ( client->m_GUID, hashedCDkey, SIGNED_GUID_LEN );
client->m_GUID[SIGNED_GUID_LEN] = '\0';
}
else if ( authProtocol == PROTOCOL_STEAM )
{
// StartSteamValidation() above initialized the clients networkid
}
if ( netchan && !netchan->IsLoopback() )
ConMsg("Client \"%s\" connected (%s).\n", client->GetClientName(), netchan->GetAddress() );
return client;
}
/*
================
RequireValidChallenge
Return true if this server query must provide a valid challenge number
================
*/
bool CBaseServer::RequireValidChallenge( netadr_t &adr )
{
if ( sv_enableoldqueries.GetBool() == true )
{
return false; // don't enforce challenge numbers
}
return true;
}
/*
================
ValidChallenge
Return true if this challenge number is correct for this host (for server queries)
================
*/
bool CBaseServer::ValidChallenge( netadr_t & adr, int challengeNr )
{
if ( !IsActive() ) // Must be running a server.
return false ;
if ( !IsMultiplayer() ) // ignore in single player
return false ;
if ( RequireValidChallenge( adr) )
{
if ( !CheckChallengeNr( adr, challengeNr ) )
{
ReplyServerChallenge( adr );
return false;
}
}
return true;
}
bool CBaseServer::ValidInfoChallenge( netadr_t & adr, const char *nugget )
{
if ( !IsActive() ) // Must be running a server.
return false ;
if ( !IsMultiplayer() ) // ignore in single player
return false ;
if ( IsReplay() )
return false;
if ( RequireValidChallenge( adr) )
{
if ( Q_stricmp( nugget, A2S_KEY_STRING ) ) // if the string isn't equal then fail out
{
return false;
}
}
return true;
}
bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet)
{
bf_read msg = packet->message; // handy shortcut
char c = msg.ReadChar();
if ( c== 0 )
{
return false;
}
switch ( c )
{
case A2S_GETCHALLENGE :
{
int clientChallenge = msg.ReadLong();
ReplyChallenge( packet->from, clientChallenge );
}
break;
case A2S_SERVERQUERY_GETCHALLENGE:
ReplyServerChallenge( packet->from );
break;
case C2S_CONNECT :
{
char cdkey[STEAM_KEYSIZE];
char name[256];
char password[256];
char productVersion[32];
int protocol = msg.ReadLong();
int authProtocol = msg.ReadLong();
int challengeNr = msg.ReadLong();
int clientChallenge = msg.ReadLong();
// pull the challenge number check early before we do any expensive processing on the connect
if ( !CheckChallengeNr( packet->from, challengeNr ) )
{
RejectConnection( packet->from, clientChallenge, "#GameUI_ServerRejectBadChallenge" );
break;
}
// rate limit the connections
if ( !s_connectRateChecker.CheckIP( packet->from ) )
return false;
msg.ReadString( name, sizeof(name) );
msg.ReadString( password, sizeof(password) );
msg.ReadString( productVersion, sizeof(productVersion) );
// bool bClientPlugins = ( msg.ReadByte() > 0 );
// There's a magic number we use in the steam.inf in P4 that we don't update.
// We can use this to detect if they are running out of P4, and if so, don't do any version
// checking.
const char *pszVersionInP4 = "2000";
const char *pszVersionString = GetSteamInfIDVersionInfo().szVersionString;
if ( V_strcmp( pszVersionString, pszVersionInP4 ) && V_strcmp( productVersion, pszVersionInP4 ) )
{
int nVersionCheck = Q_strncmp( pszVersionString, productVersion, V_strlen( pszVersionString ) );
if ( nVersionCheck < 0 )
{
RejectConnection( packet->from, clientChallenge, "#GameUI_ServerRejectOldVersion" );
break;
}
if ( nVersionCheck > 0 )
{
RejectConnection( packet->from, clientChallenge, "#GameUI_ServerRejectNewVersion" );
break;
}
}
// if ( Steam3Server().BSecure() && bClientPlugins )
// {
// RejectConnection( packet->from, "Cannot connect to a secure server while plug-ins are\nloaded on your client\n" );
// break;
// }
if ( authProtocol == PROTOCOL_STEAM )
{
int keyLen = msg.ReadShort();
if ( keyLen < 0 || keyLen > sizeof(cdkey) )
{
RejectConnection( packet->from, clientChallenge, "#GameUI_ServerRejectBadSteamKey" );
break;
}
msg.ReadBytes( cdkey, keyLen );
ConnectClient( packet->from, protocol, challengeNr, clientChallenge, authProtocol, name, password, cdkey, keyLen ); // cd key is actually a raw encrypted key
}
else
{
msg.ReadString( cdkey, sizeof(cdkey) );
ConnectClient( packet->from, protocol, challengeNr, clientChallenge, authProtocol, name, password, cdkey, strlen(cdkey) );
}
}
break;
default:
{
// rate limit the more expensive server query packets
if ( !s_queryRateChecker.CheckIP( packet->from ) )
return false;
// We don't understand it, let the master server updater at it.
if ( Steam3Server().SteamGameServer() && Steam3Server().IsMasterServerUpdaterSharingGameSocket() )
{
Steam3Server().SteamGameServer()->HandleIncomingPacket(
packet->message.GetBasePointer(),
packet->message.TotalBytesAvailable(),
packet->from.GetIPHostByteOrder(),
packet->from.GetPort()
);
// This is where it will usually want to respond to something immediately by sending some
// packets, so check for that immediately.
ForwardPacketsFromMasterServerUpdater();
}
}
break;
}
return true;
}
int CBaseServer::GetNumFakeClients() const
{
int count = 0;
for ( int i = 0; i < m_Clients.Count(); i++ )
{
if ( m_Clients[i]->IsFakeClient() )
{
count++;
}
}
return count;
}
/*
==================
void SV_CountPlayers
Counts number of connections. Clients includes regular connections
==================
*/
int CBaseServer::GetNumClients( void ) const
{
int count = 0;
for (int i=0 ; i < m_Clients.Count() ; i++ )
{
if ( m_Clients[ i ]->IsConnected() )
{
count++;
}
}
return count;
}
/*
==================
void SV_CountPlayers
Counts number of HLTV and Replay connections. Clients includes regular connections
==================
*/
int CBaseServer::GetNumProxies( void ) const
{
int count = 0;
for (int i=0 ; i < m_Clients.Count() ; i++ )
{
#if defined( REPLAY_ENABLED )
if ( m_Clients[ i ]->IsConnected() && (m_Clients[ i ]->IsHLTV() || m_Clients[ i ]->IsReplay() ) )
#else
if ( m_Clients[ i ]->IsConnected() && m_Clients[ i ]->IsHLTV() )
#endif
{
count++;
}
}
return count;
}
int CBaseServer::GetNumPlayers()
{
int count = 0;
if ( !GetUserInfoTable())
{
return 0;
}
const int maxPlayers = GetUserInfoTable()->GetNumStrings();
for ( int i=0; i < maxPlayers; i++ )
{
const player_info_t *pi = (const player_info_t *) m_pUserInfoTable->GetStringUserData( i, NULL );
if ( !pi )
continue;
if ( pi->fakeplayer )
continue; // don't count bots
count++;
}
return count;
}
bool CBaseServer::GetPlayerInfo( int nClientIndex, player_info_t *pinfo )
{
if ( !pinfo )
return false;
if ( nClientIndex < 0 || !GetUserInfoTable() || nClientIndex >= GetUserInfoTable()->GetNumStrings() )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
player_info_t *pi = (player_info_t*) GetUserInfoTable()->GetStringUserData( nClientIndex, NULL );
if ( !pi )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
Q_memcpy( pinfo, pi, sizeof( player_info_t ) );
// Fixup from network order (little endian)
CByteswap byteswap;
byteswap.SetTargetBigEndian( false );
byteswap.SwapFieldsToTargetEndian( pinfo );
return true;
}
void CBaseServer::UserInfoChanged( int nClientIndex )
{
player_info_t pi;
bool oldlock = networkStringTableContainerServer->Lock( false );
if ( m_Clients[ nClientIndex ]->FillUserInfo( pi ) )
{
// Fixup to little endian for networking
CByteswap byteswap;
byteswap.SetTargetBigEndian( false );
byteswap.SwapFieldsToTargetEndian( &pi );
// update user info settings
m_pUserInfoTable->SetStringUserData( nClientIndex, sizeof(pi), &pi );
}
else
{
// delete user data settings
m_pUserInfoTable->SetStringUserData( nClientIndex, 0, NULL );
}
networkStringTableContainerServer->Lock( oldlock );
}
void CBaseServer::FillServerInfo(SVC_ServerInfo &serverinfo)
{
static char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
serverinfo.m_nProtocol = PROTOCOL_VERSION;
serverinfo.m_nServerCount = GetSpawnCount();
V_memcpy( serverinfo.m_nMapMD5.bits, worldmapMD5.bits, MD5_DIGEST_LENGTH );
serverinfo.m_nMaxClients = GetMaxClients();
serverinfo.m_nMaxClasses = serverclasses;
serverinfo.m_bIsDedicated = IsDedicated();
#ifdef _WIN32
serverinfo.m_cOS = 'W';
#else
serverinfo.m_cOS = 'L';
#endif
// HACK to signal that the server is "new"
serverinfo.m_cOS = tolower( serverinfo.m_cOS );
serverinfo.m_fTickInterval = GetTickInterval();
serverinfo.m_szGameDir = gamedir;
serverinfo.m_szMapName = GetMapName();
serverinfo.m_szSkyName = m_szSkyname;
serverinfo.m_szHostName = GetName();
serverinfo.m_bIsHLTV = IsHLTV();
#if defined( REPLAY_ENABLED )
serverinfo.m_bIsReplay = IsReplay();
#endif
}
/*
=================
SVC_GetChallenge
Returns a challenge number that can be used
in a subsequent client_connect command.
We do this to prevent denial of service attacks that
flood the server with invalid connection IPs. With a
challenge, they must give a valid IP address.
=================
*/
void CBaseServer::ReplyChallenge(netadr_t &adr, int clientChallenge )
{
ALIGN4 char buffer[STEAM_KEYSIZE+32] ALIGN4_POST;
bf_write msg(buffer,sizeof(buffer));
// get a free challenge number
int challengeNr = GetChallengeNr( adr );
int authprotocol = GetChallengeType( adr );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( S2C_CHALLENGE );
msg.WriteLong( S2C_MAGICVERSION ); // This makes it so we can detect that this server is correct
msg.WriteLong( challengeNr ); // Server to client challenge
msg.WriteLong( clientChallenge ); // Client to server challenge to ensure our reply is what they asked
msg.WriteLong( authprotocol );
#if !defined( NO_STEAM ) //#ifndef _XBOX
if ( authprotocol == PROTOCOL_STEAM )
{
msg.WriteShort( 0 ); // steam2 encryption key not there anymore
CSteamID steamID = Steam3Server().GetGSSteamID();
uint64 unSteamID = steamID.ConvertToUint64();
msg.WriteBytes( &unSteamID, sizeof(unSteamID) );
msg.WriteByte( Steam3Server().BSecure() );
}
#else
msg.WriteShort( 1 );
msg.WriteByte( 0 );
uint64 unSteamID = 0;
msg.WriteBytes( &unSteamID, sizeof(unSteamID) );
msg.WriteByte( 0 );
#endif
msg.WriteString( "000000" ); // padding bytes
NET_SendPacket( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
/*
=================
ReplyServerChallenge
Returns a challenge number that can be used
in a subsequent server query commands.
We do this to prevent DDoS attacks via bandwidth
amplification.
=================
*/
void CBaseServer::ReplyServerChallenge(netadr_t &adr)
{
ALIGN4 char buffer[16] ALIGN4_POST;
bf_write msg(buffer,sizeof(buffer));
// get a free challenge number
int challengeNr = GetChallengeNr( adr );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( S2C_CHALLENGE );
msg.WriteLong( challengeNr );
NET_SendPacket( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
const char *CBaseServer::GetName( void ) const
{
return host_name.GetString();
}
int CBaseServer::GetChallengeType(netadr_t &adr)
{
if ( AllowDebugDedicatedServerOutsideSteam() )
return PROTOCOL_HASHEDCDKEY;
#ifndef SWDS
// don't auth SP games or local mp games if steam isn't running
if ( Host_IsSinglePlayerGame() || ( !Steam3Client().SteamUser() && !IsDedicated() ))
{
return PROTOCOL_HASHEDCDKEY;
}
else
#endif
{
return PROTOCOL_STEAM;
}
}
int CBaseServer::GetChallengeNr (netadr_t &adr)
{
uint64 challenge = ((uint64)adr.GetIPNetworkByteOrder() << 32) + m_CurrentRandomNonce;
CRC32_t hash;
CRC32_Init( &hash );
CRC32_ProcessBuffer( &hash, &challenge, sizeof(challenge) );
CRC32_Final( &hash );
return (int)hash;
}
void CBaseServer::GetNetStats( float &avgIn, float &avgOut )
{
avgIn = avgOut = 0.0f;
for (int i = 0; i < m_Clients.Count(); i++ )
{
CBaseClient *cl = m_Clients[ i ];
// Fake clients get killed in here.
if ( cl->IsFakeClient() )
continue;
if ( !cl->IsConnected() )
continue;
INetChannel *netchan = cl->GetNetChannel();
avgIn += netchan->GetAvgData(FLOW_INCOMING);
avgOut += netchan->GetAvgData(FLOW_OUTGOING);
}
}
void CBaseServer::CalculateCPUUsage( void )
{
if ( !sv_stats.GetBool() )
{
return;
}
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
float curtime = Sys_FloatTime();
if ( m_fStartTime == 0 )
// record when we started
{
m_fStartTime = curtime;
}
if( curtime > m_fLastCPUCheckTime + 1 )
// only do this every 1 second
{
#if defined ( _WIN32 )
static float lastAvg=0;
static __int64 lastTotalTime=0,lastNow=0;
HANDLE handle;
FILETIME creationTime, exitTime, kernelTime, userTime, nowTime;
__int64 totalTime,now;
handle = GetCurrentProcess();
// get CPU time
GetProcessTimes (handle, &creationTime, &exitTime,
&kernelTime, &userTime);
GetSystemTimeAsFileTime(&nowTime);
if ( lastNow == 0 )
{
memcpy(&lastNow, &creationTime, sizeof(__int64));
}
memcpy(&totalTime, &userTime, sizeof(__int64));
memcpy(&now, &kernelTime, sizeof(__int64));
totalTime+=now;
memcpy(&now, &nowTime, sizeof(__int64));
m_fCPUPercent = (double)(totalTime-lastTotalTime)/(double)(now-lastNow);
// now save this away for next time
if ( curtime > lastAvg+5 )
// only do it every 5 seconds, so we keep a moving average
{
memcpy(&lastNow,&nowTime,sizeof(__int64));
memcpy(&lastTotalTime,&totalTime,sizeof(__int64));
lastAvg=m_fLastCPUCheckTime;
}
#elif defined ( POSIX )
static struct rusage s_lastUsage;
static float s_lastAvg = 0;
struct rusage currentUsage;
if ( getrusage( RUSAGE_SELF, &currentUsage ) == 0 )
{
double flTimeDiff = (double)( currentUsage.ru_utime.tv_sec - s_lastUsage.ru_utime.tv_sec ) +
(double)(( currentUsage.ru_utime.tv_usec - s_lastUsage.ru_utime.tv_usec ) / 1000000);
m_fCPUPercent = flTimeDiff / ( m_fLastCPUCheckTime - s_lastAvg );
// now save this away for next time
if( m_fLastCPUCheckTime > s_lastAvg + 5)
{
s_lastUsage = currentUsage;
s_lastAvg = m_fLastCPUCheckTime;
}
}
// limit checking :)
if( m_fCPUPercent > 0.9999 )
m_fCPUPercent = 0.9999;
if( m_fCPUPercent < 0 )
m_fCPUPercent = 0;
#else
#error
#endif
m_fLastCPUCheckTime = curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Prepare for level transition, etc.
//-----------------------------------------------------------------------------
void CBaseServer::InactivateClients( void )
{
for (int i = 0; i < m_Clients.Count(); i++ )
{
CBaseClient *cl = m_Clients[ i ];
// Fake clients get killed in here.
#if defined( REPLAY_ENABLED )
if ( cl->IsFakeClient() && !cl->IsHLTV() && !cl->IsReplay() )
#else
if ( cl->IsFakeClient() && !cl->IsHLTV() )
#endif
{
// If we don't do this, it'll have a bunch of extra steam IDs for unauthenticated users.
Steam3Server().NotifyClientDisconnect( cl );
cl->Clear();
continue;
}
else if ( !cl->IsConnected() )
{
continue;
}
cl->Inactivate();
}
}
void CBaseServer::ReconnectClients( void )
{
for (int i=0 ; i< m_Clients.Count() ; i++ )
{
CBaseClient *cl = m_Clients[i];
if ( cl->IsConnected() )
{
cl->m_nSignonState = SIGNONSTATE_CONNECTED;
NET_SignonState signon( cl->m_nSignonState, -1 );
cl->SendNetMsg( signon );
}
}
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client in sv_timeout.GetFloat()
seconds, drop the conneciton.
When a client is normally dropped, the CSVClient goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
==================
*/
void CBaseServer::CheckTimeouts (void)
{
VPROF_BUDGET( "CBaseServer::CheckTimeouts", VPROF_BUDGETGROUP_OTHER_NETWORKING );
// Don't timeout in _DEBUG builds
int i;
#if !defined( _DEBUG )
for (i=0 ; i< m_Clients.Count() ; i++ )
{
IClient *cl = m_Clients[ i ];
if ( cl->IsFakeClient() || !cl->IsConnected() )
continue;
INetChannel *netchan = cl->GetNetChannel();
if ( !netchan )
continue;
if ( netchan->IsTimedOut() )
{
cl->Disconnect( CLIENTNAME_TIMED_OUT, cl->GetClientName() );
}
}
#endif
for (i=0 ; i< m_Clients.Count() ; i++ )
{
IClient *cl = m_Clients[ i ];
if ( cl->IsFakeClient() || !cl->IsConnected() )
continue;
if ( cl->GetNetChannel() && cl->GetNetChannel()->IsOverflowed() )
{
cl->Disconnect( "Client %d overflowed reliable channel.", i );
}
}
}
// ==================
// check if clients update thier user setting (convars) and call
// ==================
void CBaseServer::UpdateUserSettings(void)
{
VPROF_BUDGET( "CBaseServer::UpdateUserSettings", VPROF_BUDGETGROUP_OTHER_NETWORKING );
for (int i=0 ; i< m_Clients.Count() ; i++ )
{
CBaseClient *cl = m_Clients[ i ];
cl->CheckFlushNameChange();
if ( cl->m_bConVarsChanged )
{
cl->UpdateUserSettings();
}
}
}
// ==================
// check if clients need the serverinfo packet sent
// ==================
void CBaseServer::SendPendingServerInfo()
{
VPROF_BUDGET( "CBaseServer::SendPendingServerInfo", VPROF_BUDGETGROUP_OTHER_NETWORKING );
for (int i=0 ; i< m_Clients.Count() ; i++ )
{
CBaseClient *cl = m_Clients[ i ];
if ( cl->m_bSendServerInfo )
{
cl->SendServerInfo();
}
}
}
// compresses a packed entity, returns data & bits
const char *CBaseServer::CompressPackedEntity(ServerClass *pServerClass, const char *data, int &bits)
{
ALIGN4 static char s_packedData[MAX_PACKEDENTITY_DATA] ALIGN4_POST;
bf_write writeBuf( "CompressPackedEntity", s_packedData, sizeof( s_packedData ) );
const void *pBaselineData = NULL;
int nBaselineBits = 0;
Assert( pServerClass != NULL );
GetClassBaseline( pServerClass, &pBaselineData, &nBaselineBits );
nBaselineBits *= 8;
Assert( pBaselineData != NULL );
SendTable_WriteAllDeltaProps(
pServerClass->m_pTable,
pBaselineData,
nBaselineBits,
data,
bits,
-1,
&writeBuf );
//overwrite in bits with out bits
bits = writeBuf.GetNumBitsWritten();
return s_packedData;
}
// uncompresses a
const char* CBaseServer::UncompressPackedEntity(PackedEntity *pPackedEntity, int &bits)
{
UnpackedDataCache_t *pdc = framesnapshotmanager->GetCachedUncompressedEntity( pPackedEntity );
if ( pdc->bits > 0 )
{
// found valid uncompressed version in cache
bits= pdc->bits;
return pdc->data;
}
// not in cache, so uncompress it
const void *pBaseline;
int nBaselineBytes = 0;
GetClassBaseline( pPackedEntity->m_pServerClass, &pBaseline, &nBaselineBytes );
Assert( pBaseline != NULL );
// store this baseline in u.m_pUpdateBaselines
bf_read oldBuf( "UncompressPackedEntity1", pBaseline, nBaselineBytes );
bf_read newBuf( "UncompressPackedEntity2", pPackedEntity->GetData(), Bits2Bytes(pPackedEntity->GetNumBits()) );
bf_write outBuf( "UncompressPackedEntity3", pdc->data, MAX_PACKEDENTITY_DATA );
Assert( pPackedEntity->m_pClientClass );
RecvTable_MergeDeltas(
pPackedEntity->m_pClientClass->m_pRecvTable,
&oldBuf,
&newBuf,
&outBuf );
bits = pdc->bits = outBuf.GetNumBitsWritten();
return pdc->data;
}
/*
================
SV_CheckProtocol
Make sure connecting client is using proper protocol
================
*/
bool CBaseServer::CheckProtocol( netadr_t &adr, int nProtocol, int clientChallenge )
{
if ( nProtocol != PROTOCOL_VERSION )
{
// Client is newer than server
if ( nProtocol > PROTOCOL_VERSION )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectOldProtocol" );
}
else
// Server is newer than client
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectNewProtocol" );
}
return false;
}
// Success
return true;
}
/*
================
SV_CheckKeyInfo
Determine if client is outside appropriate address range
================
*/
bool CBaseServer::CheckChallengeType( CBaseClient * client, int nNewUserID, netadr_t & adr, int nAuthProtocol, const char *pchLogonCookie, int cbCookie, int clientChallenge )
{
if ( AllowDebugDedicatedServerOutsideSteam() )
return true;
// Check protocol ID
if ( ( nAuthProtocol <= 0 ) || ( nAuthProtocol > PROTOCOL_LASTVALID ) )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectInvalidConnection");
return false;
}
if ( ( nAuthProtocol == PROTOCOL_HASHEDCDKEY ) && (Q_strlen( pchLogonCookie ) <= 0 || Q_strlen(pchLogonCookie) != 32 ) )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectInvalidCertLen" );
return false;
}
Assert( !IsReplay() );
if ( IsHLTV() )
{
// Don't authenticate spectators or add them to the
// player list in the singleton Steam3Server()
Assert( nAuthProtocol == PROTOCOL_HASHEDCDKEY );
Assert( !client->m_SteamID.IsValid() );
}
else if ( nAuthProtocol == PROTOCOL_STEAM )
{
// Dev hack to allow 360/Steam PC cross platform play
// int ip0 = 207;
// int ip1 = 173;
// int ip2 = 179;
// int ip3Min = 230;
// int ip3Max = 245;
//
// if ( adr.ip[0] == ip0 &&
// adr.ip[1] == ip1 &&
// adr.ip[2] == ip2 &&
// adr.ip[3] >= ip3Min &&
// adr.ip[3] <= ip3Max )
// {
// return true;
// }
client->SetSteamID( CSteamID() ); // set an invalid SteamID
// Convert raw certificate back into data
if ( cbCookie <= 0 || cbCookie >= STEAM_KEYSIZE )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectInvalidSteamCertLen" );
return false;
}
netadr_t checkAdr = adr;
if ( adr.GetType() == NA_LOOPBACK || adr.IsLocalhost() )
{
checkAdr.SetIP( net_local_adr.GetIPHostByteOrder() );
}
if ( !Steam3Server().NotifyClientConnect( client, nNewUserID, checkAdr, pchLogonCookie, cbCookie )
&& !Steam3Server().BLanOnly() ) // the userID isn't alloc'd yet so we need to fill it in manually
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectSteam" );
return false;
}
//
// Any rejections below this must call SendUserDisconnect
//
// Now that we have auth'd with steam, client->GetSteamID() is now valid and we can verify against the GC lobby
bool bHasGCLobby = g_iServerGameDLLVersion >= 8 && serverGameDLL->GetServerGCLobby();
if ( bHasGCLobby )
{
if ( !serverGameDLL->GetServerGCLobby()->SteamIDAllowedToConnect( client->m_SteamID ) )
{
ISteamGameServer *pSteamGameServer = Steam3Server().SteamGameServer();
if ( pSteamGameServer )
pSteamGameServer->SendUserDisconnect( client->m_SteamID);
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectMustUseMatchmaking" );
return false;
}
}
}
else
{
if ( !Steam3Server().NotifyLocalClientConnect( client ) ) // the userID isn't alloc'd yet so we need to fill it in manually
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectGS" );
return false;
}
}
return true;
}
bool CBaseServer::CheckIPRestrictions( const netadr_t &adr, int nAuthProtocol )
{
// Determine if client is outside appropriate address range
if ( adr.IsLoopback() )
return true;
// X360TBD: network
if ( IsX360() )
return true;
// allow other users if they're on the same ip range
if ( Steam3Server().BLanOnly() )
{
// allow connection, if client is in the same subnet
if ( adr.CompareClassBAdr( net_local_adr ) )
return true;
// allow connection, if client has a private IP
if ( adr.IsReservedAdr() )
return true;
// reject connection
return false;
}
return true;
}
void CBaseServer::SetMasterServerRulesDirty()
{
m_bMasterServerRulesDirty = true;
}
bool CBaseServer::CheckPassword( netadr_t &adr, const char *password, const char *name )
{
const char *server_password = GetPassword();
if ( !server_password )
return true; // no password set
if ( adr.IsLocalhost() || adr.IsLoopback() )
{
return true; // local client can always connect
}
int iServerPassLen = Q_strlen(server_password);
if ( iServerPassLen != Q_strlen(password) )
{
return false; // different length cannot be equal
}
if ( Q_strncmp( password, server_password, iServerPassLen ) == 0)
{
return true; // passwords are equal
}
return false; // all test failed
}
float CBaseServer::GetTime() const
{
return m_nTickCount * m_flTickInterval;
}
float CBaseServer::GetFinalTickTime() const
{
return (m_nTickCount + (host_frameticks - host_currentframetick)) * m_flTickInterval;
}
void CBaseServer::DisconnectClient(IClient *client, const char *reason )
{
client->Disconnect( reason );
}
void CBaseServer::Clear( void )
{
if ( m_StringTables )
{
m_StringTables->RemoveAllTables();
m_StringTables = NULL;
}
m_pInstanceBaselineTable = NULL;
m_pLightStyleTable = NULL;
m_pUserInfoTable = NULL;
m_pServerStartupTable = NULL;
m_State = ss_dead;
m_nTickCount = 0;
Q_memset( m_szMapname, 0, sizeof( m_szMapname ) );
Q_memset( m_szSkyname, 0, sizeof( m_szSkyname ) );
V_memset( worldmapMD5.bits, 0, MD5_DIGEST_LENGTH );
MEM_ALLOC_CREDIT();
// Use a different limit on the signon buffer, so we can save some memory in SP (for xbox).
if ( IsMultiplayer() || IsDedicated() )
{
m_SignonBuffer.EnsureCapacity( NET_MAX_PAYLOAD );
}
else
{
m_SignonBuffer.EnsureCapacity( 16384 );
}
m_Signon.StartWriting( m_SignonBuffer.Base(), m_SignonBuffer.Count() );
m_Signon.SetDebugName( "m_Signon" );
serverclasses = 0;
serverclassbits = 0;
m_LastRandomNonce = m_CurrentRandomNonce = 0;
m_flPausedTimeEnd = -1.f;
}
/*
================
SV_RejectConnection
Rejects connection request and sends back a message
================
*/
void CBaseServer::RejectConnection( const netadr_t &adr, int clientChallenge, const char *s )
{
ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
bf_write msg( msg_buffer, sizeof(msg_buffer) );
msg.WriteLong( CONNECTIONLESS_HEADER );
msg.WriteByte( S2C_CONNREJECT );
msg.WriteLong( clientChallenge );
msg.WriteString( s );
NET_SendPacket ( NULL, m_Socket, adr, msg.GetData(), msg.GetNumBytesWritten() );
}
void CBaseServer::SetPaused(bool paused)
{
if ( !IsPausable() )
{
return;
}
if ( !IsActive() )
return;
if ( paused )
{
m_State = ss_paused;
}
else
{
m_State = ss_active;
}
SVC_SetPause setpause( paused );
BroadcastMessage( setpause );
}
//-----------------------------------------------------------------------------
// Purpose: General initialization of the server
//-----------------------------------------------------------------------------
void CBaseServer::Init (bool bIsDedicated)
{
m_nMaxclients = 0;
m_nSpawnCount = 0;
m_nUserid = 1;
m_nNumConnections = 0;
m_bIsDedicated = bIsDedicated;
m_Socket = NS_SERVER;
m_Signon.SetDebugName( "m_Signon" );
g_pCVar->InstallGlobalChangeCallback( ServerNotifyVarChangeCallback );
SetMasterServerRulesDirty();
Clear();
}
INetworkStringTable *CBaseServer::GetInstanceBaselineTable( void )
{
if ( m_pInstanceBaselineTable == NULL )
{
m_pInstanceBaselineTable = m_StringTables->FindTable( INSTANCE_BASELINE_TABLENAME );
}
return m_pInstanceBaselineTable;
}
INetworkStringTable *CBaseServer::GetLightStyleTable( void )
{
if ( m_pLightStyleTable == NULL )
{
m_pLightStyleTable= m_StringTables->FindTable( LIGHT_STYLES_TABLENAME );
}
return m_pLightStyleTable;
}
INetworkStringTable *CBaseServer::GetUserInfoTable( void )
{
if ( m_pUserInfoTable == NULL )
{
if ( m_StringTables == NULL )
{
return NULL;
}
m_pUserInfoTable = m_StringTables->FindTable( USER_INFO_TABLENAME );
}
return m_pUserInfoTable;
}
bool CBaseServer::GetClassBaseline( ServerClass *pClass, void const **pData, int *pDatalen )
{
if ( sv_instancebaselines.GetInt() )
{
ErrorIfNot( pClass->m_InstanceBaselineIndex != INVALID_STRING_INDEX,
("SV_GetInstanceBaseline: missing instance baseline for class '%s'", pClass->m_pNetworkName)
);
AUTO_LOCK( g_svInstanceBaselineMutex );
*pData = GetInstanceBaselineTable()->GetStringUserData(
pClass->m_InstanceBaselineIndex,
pDatalen );
return *pData != NULL;
}
else
{
static char dummy[1] = {0};
*pData = dummy;
*pDatalen = 1;
return true;
}
}
bool CBaseServer::ShouldUpdateMasterServer()
{
// If the game server itself is ever running, then it's the one who gets to update the master server.
// (SourceTV will not update it in this case).
return true;
}
void CBaseServer::CheckMasterServerRequestRestart()
{
if ( !Steam3Server().SteamGameServer() || !Steam3Server().SteamGameServer()->WasRestartRequested() )
return;
// Connection was rejected by the HLMaster (out of date version)
// hack, vgui console looks for this string;
Msg("%cMasterRequestRestart\n", 3);
#ifndef _WIN32
if (CommandLine()->FindParm(AUTO_RESTART))
{
Msg("Your server will be restarted on map change.\n");
Log("Your server will be restarted on map change.\n");
SetRestartOnLevelChange( true );
}
#endif
if ( sv.IsDedicated() ) // under linux assume steam
{
Msg("Your server needs to be restarted in order to receive the latest update.\n");
Log("Your server needs to be restarted in order to receive the latest update.\n");
}
else
{
Msg("Your server is out of date. Please update and restart.\n");
}
}
void CBaseServer::UpdateMasterServer()
{
VPROF_BUDGET( "CBaseServer::UpdateMasterServer", VPROF_BUDGETGROUP_OTHER_NETWORKING );
if ( !ShouldUpdateMasterServer() )
return;
if ( !Steam3Server().SteamGameServer() )
return;
// Only update every so often.
double flCurTime = Plat_FloatTime();
if ( flCurTime - m_flLastMasterServerUpdateTime < MASTER_SERVER_UPDATE_INTERVAL )
return;
m_flLastMasterServerUpdateTime = flCurTime;
ForwardPacketsFromMasterServerUpdater();
CheckMasterServerRequestRestart();
if ( NET_IsDedicated() && sv_region.GetInt() == -1 )
{
sv_region.SetValue( 255 ); // HACK!HACK! undo me once we want to enforce regions
//Log_Printf( "You must set sv_region in your server.cfg or use +sv_region on the command line\n" );
//Con_Printf( "You must set sv_region in your server.cfg or use +sv_region on the command line\n" );
//Cbuf_AddText( "quit\n" );
//return;
}
static bool bUpdateMasterServers = !CommandLine()->FindParm( "-nomaster" );
if ( !bUpdateMasterServers )
return;
bool bActive = IsActive() && IsMultiplayer();
if ( serverGameDLL && serverGameDLL->ShouldHideServer() )
bActive = false;
Steam3Server().SteamGameServer()->EnableHeartbeats( bActive );
if ( !bActive )
return;
UpdateMasterServerRules();
UpdateMasterServerPlayers();
Steam3Server().SendUpdatedServerDetails();
}
void CBaseServer::UpdateMasterServerRules()
{
// Only do this if the rules vars are dirty.
if ( !m_bMasterServerRulesDirty )
return;
ISteamGameServer *pUpdater = Steam3Server().SteamGameServer();
if ( !pUpdater )
return;
pUpdater->ClearAllKeyValues();
// Need to respond with game directory, game name, and any server variables that have been set that
// effect rules. Also, probably need a hook into the .dll to respond with additional rule information.
ConCommandBase *var;
for ( var = g_pCVar->GetCommands() ; var ; var=var->GetNext() )
{
if ( !(var->IsFlagSet( FCVAR_NOTIFY ) ) )
continue;
if ( var->IsCommand() )
continue;
ConVar *pConVar = static_cast< ConVar* >( var );
if ( !pConVar )
continue;
SetMasterServerKeyValue( pUpdater, pConVar );
}
if ( Steam3Server().SteamGameServer() )
{
RecalculateTags();
}
// Ok.. it's all updated, only send incremental updates now until we decide they're all dirty.
m_bMasterServerRulesDirty = false;
}
void CBaseServer::ForwardPacketsFromMasterServerUpdater()
{
ISteamGameServer *p = Steam3Server().SteamGameServer();
if ( !p )
return;
while ( 1 )
{
uint32 netadrAddress;
uint16 netadrPort;
unsigned char packetData[16 * 1024];
int len = p->GetNextOutgoingPacket( packetData, sizeof( packetData ), &netadrAddress, &netadrPort );
if ( len <= 0 )
break;
// Send this packet for them..
netadr_t adr( netadrAddress, netadrPort );
NET_SendPacket( NULL, m_Socket, adr, packetData, len );
}
}
/*
=================
SV_ReadPackets
Read's packets from clients and executes messages as appropriate.
=================
*/
void CBaseServer::RunFrame( void )
{
VPROF_BUDGET( "CBaseServer::RunFrame", VPROF_BUDGETGROUP_OTHER_NETWORKING );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "CBaseServer::RunFrame" );
NET_ProcessSocket( m_Socket, this );
#ifdef LINUX
// Process the linux sv lan port if it's open.
if ( NET_GetUDPPort( NS_SVLAN ) )
NET_ProcessSocket( NS_SVLAN, this );
#endif
CheckTimeouts(); // drop clients that timeed out
UpdateUserSettings(); // update client settings
SendPendingServerInfo(); // send outstanding signon packets after ALL user settings have been updated
CalculateCPUUsage(); // update CPU usage
UpdateMasterServer();
if ( m_flLastRandomNumberGenerationTime < 0 || (m_flLastRandomNumberGenerationTime + CHALLENGE_NONCE_LIFETIME) < g_ServerGlobalVariables.realtime )
{
m_LastRandomNonce = m_CurrentRandomNonce;
// RandomInt maps a uniform distribution on the interval [0,INT_MAX], so make two calls to get the random number.
// RandomInt will always return the minimum value if the difference in min and max is greater than or equal to INT_MAX.
m_CurrentRandomNonce = ( ( (uint32)RandomInt( 0, 0xFFFF ) ) << 16 ) | RandomInt( 0, 0xFFFF );
m_flLastRandomNumberGenerationTime = g_ServerGlobalVariables.realtime;
}
// Timed pause - resume game when time expires
if ( m_flPausedTimeEnd >= 0.f && m_State == ss_paused && Sys_FloatTime() >= m_flPausedTimeEnd )
{
SetPausedForced( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *adr -
// *pslot -
// **ppClient -
// Output : int
//-----------------------------------------------------------------------------
CBaseClient * CBaseServer::GetFreeClient( netadr_t &adr )
{
CBaseClient *freeclient = NULL;
for ( int slot = 0 ; slot < m_Clients.Count() ; slot++ )
{
CBaseClient *client = m_Clients[slot];
if ( client->IsFakeClient() )
continue;
if ( client->IsConnected() )
{
if ( adr.CompareAdr ( client->m_NetChannel->GetRemoteAddress() ) )
{
ConMsg ( "%s:reconnect\n", adr.ToString() );
RemoveClientFromGame( client );
// perform a silent netchannel shutdown, don't send disconnect msg
client->m_NetChannel->Shutdown( NULL );
client->m_NetChannel = NULL;
client->Clear();
return client;
}
}
else
{
// use first found free slot
if ( !freeclient )
{
freeclient = client;
}
}
}
if ( !freeclient )
{
int count = m_Clients.Count();
if ( count >= m_nMaxclients )
{
return NULL; // server full
}
// we have to create a new client slot
freeclient = CreateNewClient( count );
m_Clients.AddToTail( freeclient );
}
// Success
return freeclient;
}
void CBaseServer::SendClientMessages ( bool bSendSnapshots )
{
VPROF_BUDGET( "SendClientMessages", VPROF_BUDGETGROUP_OTHER_NETWORKING );
for (int i=0; i< m_Clients.Count(); i++ )
{
CBaseClient* client = m_Clients[i];
// Update Host client send state...
if ( !client->ShouldSendMessages() )
continue;
// Connected, but inactive, just send reliable, sequenced info.
if ( client->m_NetChannel )
{
client->m_NetChannel->Transmit();
client->UpdateSendState();
}
else
{
Msg("Client has no netchannel.\n");
}
}
}
CBaseClient *CBaseServer::CreateFakeClient( const char *name )
{
netadr_t adr; // it's an empty address
CBaseClient *fakeclient = GetFreeClient( adr );
if ( !fakeclient )
{
// server is full
return NULL;
}
INetChannel *netchan = NULL;
if ( sv_stressbots.GetBool() )
{
netadr_t adrNull( 0, 0 ); // 0.0.0.0:0 signifies a bot. It'll plumb all the way down to winsock calls but it won't make them.
netchan = NET_CreateNetChannel( m_Socket, &adrNull, adrNull.ToString(), fakeclient, true );
}
// a NULL netchannel signals a fakeclient
m_nUserid = GetNextUserID();
m_nNumConnections++;
fakeclient->SetReportThisFakeClient( m_bReportNewFakeClients );
fakeclient->Connect( name, m_nUserid, netchan, true, 0 );
// fake some cvar settings
//fakeclient->SetUserCVar( "name", name ); // set already by Connect()
fakeclient->SetUserCVar( "rate", "30000" );
fakeclient->SetUserCVar( "cl_updaterate", "20" );
fakeclient->SetUserCVar( "cl_interp_ratio", "1.0" );
fakeclient->SetUserCVar( "cl_interp", "0.1" );
fakeclient->SetUserCVar( "cl_interpolate", "0" );
fakeclient->SetUserCVar( "cl_predict", "1" );
fakeclient->SetUserCVar( "cl_predictweapons", "1" );
fakeclient->SetUserCVar( "cl_lagcompensation", "1" );
fakeclient->SetUserCVar( "closecaption","0" );
fakeclient->SetUserCVar( "english", "1" );
fakeclient->SetUserCVar( "cl_clanid", "0" );
fakeclient->SetUserCVar( "cl_team", "blue" );
fakeclient->SetUserCVar( "hud_classautokill", "1" );
fakeclient->SetUserCVar( "tf_medigun_autoheal", "0" );
fakeclient->SetUserCVar( "cl_autorezoom", "1" );
fakeclient->SetUserCVar( "fov_desired", "75" );
fakeclient->SetUserCVar( "tf_remember_lastswitched", "0" );
fakeclient->SetUserCVar( "cl_autoreload", "0" );
fakeclient->SetUserCVar( "tf_remember_activeweapon", "0" );
fakeclient->SetUserCVar( "hud_combattext", "0" );
fakeclient->SetUserCVar( "cl_flipviewmodels", "0" );
// create client in game.dll
fakeclient->ActivatePlayer();
fakeclient->m_nSignonTick = m_nTickCount;
return fakeclient;
}
void CBaseServer::Shutdown( void )
{
if ( !IsActive() )
return;
m_State = ss_dead;
// Only drop clients if we have not cleared out entity data prior to this.
for( int i=m_Clients.Count()-1; i>=0; i-- )
{
CBaseClient * cl = m_Clients[ i ];
if ( cl->IsConnected() )
{
cl->Disconnect( "Server shutting down" );
}
else
{
// free any memory do this out side here in case the reason the server is shutting down
// is because the listen server client typed disconnect, in which case we won't call
// cl->DropClient, but the client might have some frame snapshot references left over, etc.
cl->Clear();
}
delete cl;
m_Clients.Remove( i );
}
// Let drop messages go out
Sys_Sleep( 100 );
// clear everything
Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Sends text to all active clients
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CBaseServer::BroadcastPrintf (const char *fmt, ...)
{
va_list argptr;
char string[1024];
va_start (argptr,fmt);
Q_vsnprintf (string, sizeof( string ), fmt,argptr);
va_end (argptr);
SVC_Print print( string );
BroadcastMessage( print );
}
void CBaseServer::BroadcastMessage( INetMessage &msg, bool onlyActive, bool reliable )
{
for ( int i = 0; i < m_Clients.Count(); i++ )
{
CBaseClient *cl = m_Clients[ i ];
if ( (onlyActive && !cl->IsActive()) || !cl->IsSpawned() )
{
continue;
}
if ( !cl->SendNetMsg( msg, reliable ) )
{
if ( msg.IsReliable() || reliable )
{
DevMsg( "BroadcastMessage: Reliable broadcast message overflow for client %s", cl->GetClientName() );
}
}
}
}
void CBaseServer::BroadcastMessage( INetMessage &msg, IRecipientFilter &filter )
{
if ( filter.IsInitMessage() )
{
// This really only applies to the first player to connect, but that works in single player well enought
if ( IsActive() )
{
ConDMsg( "SV_BroadcastMessage: Init message being created after signon buffer has been transmitted\n" );
}
if ( !msg.WriteToBuffer( m_Signon ) )
{
Sys_Error( "SV_BroadcastMessage: Init message would overflow signon buffer!\n" );
return;
}
}
else
{
msg.SetReliable( filter.IsReliable() );
int num = filter.GetRecipientCount();
for ( int i = 0; i < num; i++ )
{
int index = filter.GetRecipientIndex( i );
if ( index < 1 || index > m_Clients.Count() )
{
Msg( "SV_BroadcastMessage: Recipient Filter for message type %i (reliable: %s, init: %s) with bogus client index (%i) in list of %i clients\n",
msg.GetType(),
filter.IsReliable() ? "yes" : "no",
filter.IsInitMessage() ? "yes" : "no",
index, num );
if ( msg.IsReliable() )
Host_Error( "Reliable message (type %i) discarded.", msg.GetType() );
continue;
}
CBaseClient *cl = m_Clients[ index - 1 ];
if ( !cl->IsSpawned() )
{
continue;
}
if ( !cl->SendNetMsg( msg ) )
{
if ( msg.IsReliable() )
{
DevMsg( "BroadcastMessage: Reliable filter message overflow for client %s", cl->GetClientName() );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Writes events to the client's network buffer
// Input : *cl -
// *pack -
// *msg -
//-----------------------------------------------------------------------------
static ConVar sv_debugtempentities( "sv_debugtempentities", "0", 0, "Show temp entity bandwidth usage." );
static bool CEventInfo_LessFunc( CEventInfo * const &lhs, CEventInfo * const &rhs )
{
return lhs->classID < rhs->classID;
}
void CBaseServer::WriteTempEntities( CBaseClient *client, CFrameSnapshot *pCurrentSnapshot, CFrameSnapshot *pLastSnapshot, bf_write &buf, int ev_max )
{
VPROF_BUDGET( "CBaseServer::WriteTempEntities", VPROF_BUDGETGROUP_OTHER_NETWORKING );
ALIGN4 char data[NET_MAX_PAYLOAD] ALIGN4_POST;
SVC_TempEntities msg;
msg.m_DataOut.StartWriting( data, sizeof(data) );
bf_write &buffer = msg.m_DataOut; // shortcut
CFrameSnapshot *pSnapshot;
CEventInfo *pLastEvent = NULL;
bool bDebug = sv_debugtempentities.GetBool();
// limit max entities to field bit length
ev_max = min( ev_max, ((1<<CEventInfo::EVENT_INDEX_BITS)-1) );
if ( pLastSnapshot )
{
pSnapshot = pLastSnapshot->NextSnapshot();
}
else
{
pSnapshot = pCurrentSnapshot;
}
CUtlRBTree< CEventInfo * > sorted( 0, ev_max, CEventInfo_LessFunc );
// Build list of events sorted by send table classID (makes the delta work better in cases with a lot of the same message type )
while ( pSnapshot && ((int)sorted.Count() < ev_max) )
{
for( int i = 0; i < pSnapshot->m_nTempEntities; ++i )
{
CEventInfo *event = pSnapshot->m_pTempEntities[ i ];
if ( client->IgnoreTempEntity( event ) )
continue; // event is not seen by this player
sorted.Insert( event );
// More space still
if ( (int)sorted.Count() >= ev_max )
break;
}
// stop, we reached our current snapshot
if ( pSnapshot == pCurrentSnapshot )
break;
// got to next snapshot
pSnapshot = framesnapshotmanager->NextSnapshot( pSnapshot );
}
if ( sorted.Count() <= 0 )
return;
for ( int i = sorted.FirstInorder();
i != sorted.InvalidIndex();
i = sorted.NextInorder( i ) )
{
CEventInfo *event = sorted[ i ];
if ( event->fire_delay == 0.0f )
{
buffer.WriteOneBit( 0 );
}
else
{
buffer.WriteOneBit( 1 );
buffer.WriteSBitLong( event->fire_delay*100.0f, 8 );
}
if ( pLastEvent &&
pLastEvent->classID == event->classID )
{
buffer.WriteOneBit( 0 ); // delta against last temp entity
int startBit = bDebug ? buffer.GetNumBitsWritten() : 0;
SendTable_WriteAllDeltaProps( event->pSendTable,
pLastEvent->pData,
pLastEvent->bits,
event->pData,
event->bits,
-1,
&buffer );
if ( bDebug )
{
int length = buffer.GetNumBitsWritten() - startBit;
DevMsg("TE %s delta bits: %i\n", event->pSendTable->GetName(), length );
}
}
else
{
// full update, just compressed against zeros in MP
buffer.WriteOneBit( 1 );
int startBit = bDebug ? buffer.GetNumBitsWritten() : 0;
buffer.WriteUBitLong( event->classID, GetClassBits() );
if ( IsMultiplayer() )
{
SendTable_WriteAllDeltaProps( event->pSendTable,
NULL, // will write only non-zero elements
0,
event->pData,
event->bits,
-1,
&buffer );
}
else
{
// write event with zero properties
buffer.WriteBits( event->pData, event->bits );
}
if ( bDebug )
{
int length = buffer.GetNumBitsWritten() - startBit;
DevMsg("TE %s full bits: %i\n", event->pSendTable->GetName(), length );
}
}
if ( IsMultiplayer() )
{
// in single player, don't used delta compression, lastEvent remains NULL
pLastEvent = event;
}
}
// set num entries
msg.m_nNumEntries = sorted.Count();
msg.WriteToBuffer( buf );
}
void CBaseServer::SetMaxClients( int number )
{
m_nMaxclients = clamp( number, 1, ABSOLUTE_PLAYER_LIMIT );
}
extern ConVar tv_enable;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer::RecalculateTags( void )
{
if ( IsHLTV() || IsReplay() )
return;
// We're going to modify the sv_tags convar here, which will cause this to be called again. Prevent recursion.
static bool bRecalculatingTags = false;
if ( bRecalculatingTags )
return;
bRecalculatingTags = true;
// Games without this interface will have no tagged cvars besides "increased_maxplayers"
if ( serverGameTags )
{
KeyValues *pKV = new KeyValues( "GameTags" );
serverGameTags->GetTaggedConVarList( pKV );
KeyValues *p = pKV->GetFirstSubKey();
while ( p )
{
ConVar *pConVar = g_pCVar->FindVar( p->GetString("convar") );
if ( pConVar )
{
const char *pszDef = pConVar->GetDefault();
const char *pszCur = pConVar->GetString();
if ( Q_strcmp( pszDef, pszCur ) )
{
AddTag( p->GetString("tag") );
}
else
{
RemoveTag( p->GetString("tag") );
}
}
p = p->GetNextKey();
}
pKV->deleteThis();
}
// Check maxplayers
int minmaxplayers = 1;
int maxmaxplayers = ABSOLUTE_PLAYER_LIMIT;
int defaultmaxplayers = 1;
serverGameClients->GetPlayerLimits( minmaxplayers, maxmaxplayers, defaultmaxplayers );
int nMaxReportedClients = GetMaxClients() - GetNumProxies();
if ( sv_visiblemaxplayers.GetInt() > 0 && sv_visiblemaxplayers.GetInt() < nMaxReportedClients )
{
nMaxReportedClients = sv_visiblemaxplayers.GetInt();
}
if ( nMaxReportedClients > defaultmaxplayers )
{
AddTag( "increased_maxplayers" );
}
else
{
RemoveTag( "increased_maxplayers" );
}
#if defined( REPLAY_ENABLED )
ConVarRef replay_enable( "replay_enable", true );
if ( replay_enable.IsValid() && replay_enable.GetBool() )
{
AddTag( "replays" );
}
else
{
RemoveTag( "replays" );
}
#endif
bRecalculatingTags = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer::AddTag( const char *pszTag )
{
CUtlVector<char*> TagList;
V_SplitString( sv_tags.GetString(), ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
// Already in the tag list?
if ( !Q_stricmp(TagList[i],pszTag) )
return;
}
TagList.PurgeAndDeleteElements();
// Append it
char tmptags[MAX_TAG_STRING_LENGTH];
tmptags[0] = '\0';
Q_strncpy( tmptags, pszTag, MAX_TAG_STRING_LENGTH );
Q_strncat( tmptags, ",", MAX_TAG_STRING_LENGTH );
Q_strncat( tmptags, sv_tags.GetString(), MAX_TAG_STRING_LENGTH );
sv_tags.SetValue( tmptags );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseServer::RemoveTag( const char *pszTag )
{
const char *pszTags = sv_tags.GetString();
if ( !pszTags || !pszTags[0] )
return;
char tmptags[MAX_TAG_STRING_LENGTH];
tmptags[0] = '\0';
CUtlVector<char*> TagList;
bool bFoundIt = false;
V_SplitString( sv_tags.GetString(), ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
// Keep any tags other than the specified one
if ( Q_stricmp(TagList[i],pszTag) )
{
Q_strncat( tmptags, TagList[i], MAX_TAG_STRING_LENGTH );
Q_strncat( tmptags, ",", MAX_TAG_STRING_LENGTH );
}
else
{
bFoundIt = true;
}
}
TagList.PurgeAndDeleteElements();
// Didn't find it in our list?
if ( !bFoundIt )
return;
sv_tags.SetValue( tmptags );
}
//-----------------------------------------------------------------------------
// Purpose: Server-only override (ignores sv_pausable). Can be on a timer.
//-----------------------------------------------------------------------------
void CBaseServer::SetPausedForced( bool bPaused, float flDuration /*= -1.f*/ )
{
if ( !IsActive() )
return;
m_State = ( bPaused ) ? ss_paused : ss_active;
m_flPausedTimeEnd = ( bPaused && flDuration > 0.f ) ? Sys_FloatTime() + flDuration : -1.f;
SVC_SetPauseTimed setpause( bPaused, m_flPausedTimeEnd );
BroadcastMessage( setpause );
}