Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// hltvserver.cpp: implementation of the CHLTVServer class.
//
//////////////////////////////////////////////////////////////////////
#include <server_class.h>
#include <inetmessage.h>
#include <tier0/vprof.h>
#include <tier0/vcrmode.h>
#include <KeyValues.h>
#include <edict.h>
#include <eiface.h>
#include <PlayerState.h>
#include <ihltvdirector.h>
#include <time.h>
#include "hltvserver.h"
#include "sv_client.h"
#include "hltvclient.h"
#include "server.h"
#include "sv_main.h"
#include "framesnapshot.h"
#include "networkstringtable.h"
#include "cmodel_engine.h"
#include "dt_recv_eng.h"
#include "cdll_engine_int.h"
#include "GameEventManager.h"
#include "host.h"
#include "proto_version.h"
#include "proto_oob.h"
#include "dt_common_eng.h"
#include "baseautocompletefilelist.h"
#include "sv_steamauth.h"
#include "tier0/icommandline.h"
#include "sys_dll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define S2A_EXTRA_DATA_HAS_GAME_PORT 0x80 // Next 2 bytes include the game port.
#define S2A_EXTRA_DATA_HAS_SPECTATOR_DATA 0x40 // Next 2 bytes include the spectator port, then the spectator server name.
#define S2A_EXTRA_DATA_HAS_GAMETAG_DATA 0x20 // Next bytes are the game tag string
#define S2A_EXTRA_DATA_HAS_STEAMID 0x10 // Next 8 bytes are the steamID
#define S2A_EXTRA_DATA_GAMEID 0x01 // Next 8 bytes are the gameID of the server
#define A2S_KEY_STRING_STEAM "Source Engine Query" // required postfix to a A2S_INFO query
extern CNetworkStringTableContainer *networkStringTableContainerClient;
extern ConVar sv_tags;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CHLTVServer *hltv = NULL;
static void tv_title_changed_f( IConVar *var, const char *pOldString, float flOldValue )
{
if ( hltv && hltv->IsActive() )
{
hltv->BroadcastLocalTitle();
}
}
static void tv_name_changed_f( IConVar *var, const char *pOldValue, float flOldValue )
{
Steam3Server().NotifyOfServerNameChange();
}
static ConVar tv_maxclients( "tv_maxclients", "128", 0, "Maximum client number on SourceTV server.",
true, 0, true, 255 );
ConVar tv_autorecord( "tv_autorecord", "0", 0, "Automatically records all games as SourceTV demos." );
ConVar tv_name( "tv_name", "SourceTV", 0, "SourceTV host name", tv_name_changed_f );
static ConVar tv_password( "tv_password", "", FCVAR_NOTIFY | FCVAR_PROTECTED | FCVAR_DONTRECORD, "SourceTV password for all clients" );
static ConVar tv_overridemaster( "tv_overridemaster", "0", 0, "Overrides the SourceTV master root address." );
static ConVar tv_dispatchmode( "tv_dispatchmode", "1", 0, "Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always" );
ConVar tv_transmitall( "tv_transmitall", "0", FCVAR_REPLICATED, "Transmit all entities (not only director view)" );
ConVar tv_debug( "tv_debug", "0", 0, "SourceTV debug info." );
ConVar tv_title( "tv_title", "SourceTV", 0, "Set title for SourceTV spectator UI", tv_title_changed_f );
static ConVar tv_deltacache( "tv_deltacache", "2", 0, "Enable delta entity bit stream cache" );
static ConVar tv_relayvoice( "tv_relayvoice", "1", 0, "Relay voice data: 0=off, 1=on" );
CDeltaEntityCache::CDeltaEntityCache()
{
Q_memset( m_Cache, 0, sizeof(m_Cache) );
m_nTick = 0;
m_nMaxEntities = 0;
m_nCacheSize = 0;
}
CDeltaEntityCache::~CDeltaEntityCache()
{
Flush();
}
void CDeltaEntityCache::Flush()
{
if ( m_nMaxEntities != 0 )
{
// at least one entity was set
for ( int i=0; i<m_nMaxEntities; i++ )
{
if ( m_Cache[i] != NULL )
{
free( m_Cache[i] );
m_Cache[i] = NULL;
}
}
m_nMaxEntities = 0;
}
m_nCacheSize = 0;
}
void CDeltaEntityCache::SetTick( int nTick, int nMaxEntities )
{
if ( nTick == m_nTick )
return;
Flush();
m_nCacheSize = tv_deltacache.GetInt() * 1024;
if ( m_nCacheSize <= 0 )
return;
m_nMaxEntities = min(nMaxEntities,MAX_EDICTS);
m_nTick = nTick;
}
unsigned char* CDeltaEntityCache::FindDeltaBits( int nEntityIndex, int nDeltaTick, int &nBits )
{
nBits = -1;
if ( nEntityIndex < 0 || nEntityIndex >= m_nMaxEntities )
return NULL;
DeltaEntityEntry_s *pEntry = m_Cache[nEntityIndex];
while ( pEntry )
{
if ( pEntry->nDeltaTick == nDeltaTick )
{
nBits = pEntry->nBits;
return (unsigned char*)(pEntry) + sizeof(DeltaEntityEntry_s);
}
else
{
// keep searching entry list
pEntry = pEntry->pNext;
}
}
return NULL;
}
void CDeltaEntityCache::AddDeltaBits( int nEntityIndex, int nDeltaTick, int nBits, bf_write *pBuffer )
{
if ( nEntityIndex < 0 || nEntityIndex >= m_nMaxEntities || m_nCacheSize <= 0 )
return;
int nBufferSize = PAD_NUMBER( Bits2Bytes(nBits), 4);
DeltaEntityEntry_s *pEntry = m_Cache[nEntityIndex];
if ( pEntry == NULL )
{
if ( (int)(nBufferSize+sizeof(DeltaEntityEntry_s)) > m_nCacheSize )
return; // way too big, don't even create an entry
pEntry = m_Cache[nEntityIndex] = (DeltaEntityEntry_s *) malloc( m_nCacheSize );
}
else
{
char *pEnd = (char*)(pEntry) + m_nCacheSize; // end marker
while( pEntry->pNext )
{
pEntry = pEntry->pNext;
}
int entrySize = sizeof(DeltaEntityEntry_s) + PAD_NUMBER( Bits2Bytes(pEntry->nBits), 4);
DeltaEntityEntry_s *pNew = (DeltaEntityEntry_s*)((char*)(pEntry) + entrySize);
if ( ((char*)(pNew) + sizeof(DeltaEntityEntry_s) + nBufferSize) > pEnd )
return; // data wouldn't fit into cache anymore, don't add new entries
pEntry = pNew;
pEntry->pNext = pEntry;
}
pEntry->pNext = NULL; // link to next
pEntry->nDeltaTick = nDeltaTick;
pEntry->nBits = nBits;
if ( nBits > 0 )
{
bf_read inBuffer;
inBuffer.StartReading( pBuffer->GetData(), pBuffer->m_nDataBytes, pBuffer->GetNumBitsWritten() );
bf_write outBuffer( (char*)(pEntry) + sizeof(DeltaEntityEntry_s), nBufferSize );
outBuffer.WriteBitsFromBuffer( &inBuffer, nBits );
}
}
static RecvTable* FindRecvTable( const char *pName, RecvTable **pRecvTables, int nRecvTables )
{
for ( int i=0; i< nRecvTables; i++ )
{
if ( !Q_strcmp( pName, pRecvTables[i]->GetName() ) )
return pRecvTables[i];
}
return NULL;
}
static RecvTable* AddRecvTableR( SendTable *sendt, RecvTable **pRecvTables, int &nRecvTables )
{
RecvTable *recvt = FindRecvTable( sendt->m_pNetTableName, pRecvTables, nRecvTables );
if ( recvt )
return recvt; // already in list
if ( sendt->m_nProps > 0 )
{
RecvProp *receiveProps = new RecvProp[sendt->m_nProps];
for ( int i=0; i < sendt->m_nProps; i++ )
{
// copy property data
SendProp * sp = sendt->GetProp( i );
RecvProp * rp = &receiveProps[i];
rp->m_pVarName = sp->m_pVarName;
rp->m_RecvType = sp->m_Type;
if ( sp->IsExcludeProp() )
{
// if prop is excluded, give different name
rp->m_pVarName = "IsExcludedProp";
}
if ( sp->IsInsideArray() )
{
rp->SetInsideArray();
rp->m_pVarName = "InsideArrayProp"; // give different name
}
if ( sp->GetType() == DPT_Array )
{
Assert ( sp->GetArrayProp() == sendt->GetProp( i-1 ) );
Assert( receiveProps[i-1].IsInsideArray() );
rp->SetArrayProp( &receiveProps[i-1] );
rp->InitArray( sp->m_nElements, sp->m_ElementStride );
}
if ( sp->GetType() == DPT_DataTable )
{
// recursive create
Assert ( sp->GetDataTable() );
RecvTable *subTable = AddRecvTableR( sp->GetDataTable(), pRecvTables, nRecvTables );
rp->SetDataTable( subTable );
}
}
recvt = new RecvTable( receiveProps, sendt->m_nProps, sendt->m_pNetTableName );
}
else
{
// table with no properties
recvt = new RecvTable( NULL, 0, sendt->m_pNetTableName );
}
pRecvTables[nRecvTables] = recvt;
nRecvTables++;
return recvt;
}
void CHLTVServer::FreeClientRecvTables()
{
for ( int i=0; i< m_nRecvTables; i++ )
{
RecvTable *rt = m_pRecvTables[i];
// delete recv table props
if ( rt->m_pProps )
{
Assert( rt->m_nProps > 0 );
delete [] rt->m_pProps;
}
// delete the table itself
delete rt;
}
Q_memset( m_pRecvTables, 0, sizeof( m_pRecvTables ) );
m_nRecvTables = 0;
}
// creates client receive tables from server send tables
void CHLTVServer::InitClientRecvTables()
{
ServerClass* pCur = NULL;
if ( ClientDLL_GetAllClasses() != NULL )
return; //already initialized
// first create all SendTables
for ( pCur = serverGameDLL->GetAllServerClasses(); pCur; pCur=pCur->m_pNext )
{
// create receive table from send table.
AddRecvTableR( pCur->m_pTable, m_pRecvTables, m_nRecvTables );
ErrorIfNot(
m_nRecvTables < ARRAYSIZE( m_pRecvTables ),
("AddRecvTableR: overflowed MAX_DATATABLES")
);
}
// now register client classes
for ( pCur = serverGameDLL->GetAllServerClasses(); pCur; pCur=pCur->m_pNext )
{
ErrorIfNot(
m_nRecvTables < ARRAYSIZE( m_pRecvTables ),
("ClientDLL_InitRecvTableMgr: overflowed MAX_DATATABLES")
);
// find top receive table for class
RecvTable * recvt = FindRecvTable( pCur->m_pTable->GetName(), m_pRecvTables, m_nRecvTables );
Assert ( recvt );
// register class, constructor addes clientClass to g_pClientClassHead list
ClientClass * clientclass = new ClientClass( pCur->m_pNetworkName, NULL, NULL, recvt );
if ( !clientclass )
{
Msg("HLTV_InitRecvTableMgr: failed to allocate client class %s.\n", pCur->m_pNetworkName );
return;
}
}
RecvTable_Init( m_pRecvTables, m_nRecvTables );
}
CHLTVFrame::CHLTVFrame()
{
}
CHLTVFrame::~CHLTVFrame()
{
FreeBuffers();
}
void CHLTVFrame::Reset( void )
{
for ( int i=0; i<HLTV_BUFFER_MAX; i++ )
{
m_Messages[i].Reset();
}
}
bool CHLTVFrame::HasData( void )
{
for ( int i=0; i<HLTV_BUFFER_MAX; i++ )
{
if ( m_Messages[i].GetNumBitsWritten() > 0 )
return true;
}
return false;
}
void CHLTVFrame::CopyHLTVData( CHLTVFrame &frame )
{
// copy reliable messages
int bits = frame.m_Messages[HLTV_BUFFER_RELIABLE].GetNumBitsWritten();
if ( bits > 0 )
{
int bytes = PAD_NUMBER( Bits2Bytes(bits), 4 );
m_Messages[HLTV_BUFFER_RELIABLE].StartWriting( new char[ bytes ], bytes, bits );
Q_memcpy( m_Messages[HLTV_BUFFER_RELIABLE].GetBasePointer(), frame.m_Messages[HLTV_BUFFER_RELIABLE].GetBasePointer(), bytes );
}
// copy unreliable messages
bits = frame.m_Messages[HLTV_BUFFER_UNRELIABLE].GetNumBitsWritten();
bits += frame.m_Messages[HLTV_BUFFER_TEMPENTS].GetNumBitsWritten();
bits += frame.m_Messages[HLTV_BUFFER_SOUNDS].GetNumBitsWritten();
if ( tv_relayvoice.GetBool() )
bits += frame.m_Messages[HLTV_BUFFER_VOICE].GetNumBitsWritten();
if ( bits > 0 )
{
// collapse all unreliable buffers in one
int bytes = PAD_NUMBER( Bits2Bytes(bits), 4 );
m_Messages[HLTV_BUFFER_UNRELIABLE].StartWriting( new char[ bytes ], bytes );
m_Messages[HLTV_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[HLTV_BUFFER_UNRELIABLE].GetData(), frame.m_Messages[HLTV_BUFFER_UNRELIABLE].GetNumBitsWritten() );
m_Messages[HLTV_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[HLTV_BUFFER_TEMPENTS].GetData(), frame.m_Messages[HLTV_BUFFER_TEMPENTS].GetNumBitsWritten() );
m_Messages[HLTV_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[HLTV_BUFFER_SOUNDS].GetData(), frame.m_Messages[HLTV_BUFFER_SOUNDS].GetNumBitsWritten() );
if ( tv_relayvoice.GetBool() )
m_Messages[HLTV_BUFFER_UNRELIABLE].WriteBits( frame.m_Messages[HLTV_BUFFER_VOICE].GetData(), frame.m_Messages[HLTV_BUFFER_VOICE].GetNumBitsWritten() );
}
}
void CHLTVFrame::AllocBuffers( void )
{
// allocate buffers for input frame
for ( int i=0; i < HLTV_BUFFER_MAX; i++ )
{
Assert( m_Messages[i].GetBasePointer() == NULL );
m_Messages[i].StartWriting( new char[NET_MAX_PAYLOAD], NET_MAX_PAYLOAD);
}
}
void CHLTVFrame::FreeBuffers( void )
{
for ( int i=0; i<HLTV_BUFFER_MAX; i++ )
{
bf_write &msg = m_Messages[i];
if ( msg.GetBasePointer() )
{
delete[] msg.GetBasePointer();
msg.StartWriting( NULL, 0 );
}
}
}
CHLTVServer::CHLTVServer()
{
m_flTickInterval = 0.03;
m_MasterClient = NULL;
m_Server = NULL;
m_Director = NULL;
m_nFirstTick = -1;
m_nLastTick = 0;
m_CurrentFrame = NULL;
m_nViewEntity = 0;
m_nPlayerSlot = 0;
m_bSignonState = false;
m_flStartTime = 0;
m_flFPS = 0;
m_nGameServerMaxClients = 0;
m_fNextSendUpdateTime = 0;
Q_memset( m_pRecvTables, 0, sizeof( m_pRecvTables ) );
m_nRecvTables = 0;
m_vPVSOrigin.Init();
m_nStartTick = 0;
m_bPlayingBack = false;
m_bPlaybackPaused = false;
m_flPlaybackRateModifier = 0;
m_nSkipToTick = 0;
m_bMasterOnlyMode = false;
m_ClientState.m_pHLTV = this;
m_nGlobalSlots = 0;
m_nGlobalClients = 0;
m_nGlobalProxies = 0;
}
CHLTVServer::~CHLTVServer()
{
if ( m_nRecvTables > 0 )
{
RecvTable_Term();
FreeClientRecvTables();
}
// make sure everything was destroyed
Assert( m_CurrentFrame == NULL );
Assert( CountClientFrames() == 0 );
}
void CHLTVServer::SetMaxClients( int number )
{
// allow max clients 0 in HLTV
m_nMaxclients = clamp( number, 0, ABSOLUTE_PLAYER_LIMIT );
}
void CHLTVServer::StartMaster(CGameClient *client)
{
Clear(); // clear old settings & buffers
if ( !client )
{
ConMsg("SourceTV client not found.\n");
return;
}
m_Director = serverGameDirector;
if ( !m_Director )
{
ConMsg("Mod doesn't support SourceTV. No director module found.\n");
return;
}
m_MasterClient = client;
m_MasterClient->m_bIsHLTV = true;
#if defined( REPLAY_ENABLED )
m_MasterClient->m_bIsReplay = false;
#endif
// let game.dll know that we are the HLTV client
Assert( serverGameClients );
CPlayerState *player = serverGameClients->GetPlayerState( m_MasterClient->edict );
player->hltv = true;
m_Server = (CGameServer*)m_MasterClient->GetServer();
// set default user settings
m_MasterClient->m_ConVars->SetString( "name", tv_name.GetString() );
m_MasterClient->m_ConVars->SetString( "cl_team", "1" );
m_MasterClient->m_ConVars->SetString( "rate", "30000" );
m_MasterClient->m_ConVars->SetString( "cl_updaterate", "22" );
m_MasterClient->m_ConVars->SetString( "cl_interp_ratio", "1.0" );
m_MasterClient->m_ConVars->SetString( "cl_predict", "0" );
m_nViewEntity = m_MasterClient->GetPlayerSlot() + 1;
m_nPlayerSlot = m_MasterClient->GetPlayerSlot();
// copy server settings from m_Server
m_nGameServerMaxClients = m_Server->GetMaxClients(); // maxclients is different on proxy (128)
serverclasses = m_Server->serverclasses;
serverclassbits = m_Server->serverclassbits;
V_memcpy( worldmapMD5.bits, m_Server->worldmapMD5.bits, MD5_DIGEST_LENGTH );
m_flTickInterval= m_Server->GetTickInterval();
// allocate buffers for input frame
m_HLTVFrame.AllocBuffers();
InstallStringTables();
// activate director in game.dll
m_Director->SetHLTVServer( this );
// register as listener for mod specific events
const char **modevents = m_Director->GetModEvents();
int j = 0;
while ( modevents[j] != NULL )
{
const char *eventname = modevents[j];
CGameEventDescriptor *descriptor = g_GameEventManager.GetEventDescriptor( eventname );
if ( descriptor )
{
g_GameEventManager.AddListener( this, descriptor, CGameEventManager::CLIENTSTUB );
}
else
{
DevMsg("CHLTVServer::StartMaster: game event %s not found.\n", eventname );
}
j++;
}
// copy signon buffers
m_Signon.StartWriting( m_Server->m_Signon.GetBasePointer(), m_Server->m_Signon.m_nDataBytes,
m_Server->m_Signon.GetNumBitsWritten() );
Q_strncpy( m_szMapname, m_Server->m_szMapname, sizeof(m_szMapname) );
Q_strncpy( m_szSkyname, m_Server->m_szSkyname, sizeof(m_szSkyname) );
NET_ListenSocket( m_Socket, true ); // activated HLTV TCP socket
m_MasterClient->ExecuteStringCommand( "spectate" ); // become a spectator
m_MasterClient->UpdateUserSettings(); // make sure UserInfo is correct
// hack reduce signontick by one to catch changes made in the current tick
m_MasterClient->m_nSignonTick--;
if ( m_bMasterOnlyMode )
{
// we allow only one client in master only mode
tv_maxclients.SetValue( min(1,tv_maxclients.GetInt()) );
}
SetMaxClients( tv_maxclients.GetInt() );
m_bSignonState = false; //master proxy is instantly connected
m_nSpawnCount++;
m_flStartTime = net_time;
m_State = ss_active;
// stop any previous recordings
m_DemoRecorder.StopRecording();
// start new recording if autorecord is enabled
if ( tv_autorecord.GetBool() )
{
m_DemoRecorder.StartAutoRecording();
}
ReconnectClients();
}
void CHLTVServer::StartDemo(const char *filename)
{
}
bool CHLTVServer::DispatchToRelay( CHLTVClient *pClient )
{
if ( tv_dispatchmode.GetInt() <= DISPATCH_MODE_OFF )
return false; // don't redirect
CBaseClient *pBestProxy = NULL;
float fBestRatio = 1.0f;
// find best relay proxy
for (int i=0; i < GetClientCount(); i++ )
{
CBaseClient *pProxy = m_Clients[ i ];
// check all known proxies
if ( !pProxy->IsConnected() || !pProxy->IsHLTV() || (pClient == pProxy) )
continue;
int slots = Q_atoi( pProxy->GetUserSetting( "hltv_slots" ) );
int clients = Q_atoi( pProxy->GetUserSetting( "hltv_clients" ) );
// skip overloaded proxies or proxies with no slots at all
if ( (clients > slots) || slots <= 0 )
continue;
// calc clients/slots ratio for this proxy
float ratio = ((float)(clients))/((float)slots);
if ( ratio < fBestRatio )
{
fBestRatio = ratio;
pBestProxy = pProxy;
}
}
if ( pBestProxy == NULL )
{
if ( tv_dispatchmode.GetInt() == DISPATCH_MODE_ALWAYS )
{
// we are in always forward mode, drop client if we can't forward it
pClient->Disconnect("No SourceTV relay available");
return true;
}
else
{
// just let client connect to this proxy
return false;
}
}
// check if client should stay on this relay server
if ( (tv_dispatchmode.GetInt() == DISPATCH_MODE_AUTO) && (GetMaxClients() > 0) )
{
// ratio = clients/slots. give relay proxies 25% bonus
float myRatio = ((float)GetNumClients()/(float)GetMaxClients()) * 1.25f;
myRatio = min( myRatio, 1.0f ); // clamp to 1
// if we have a better local ratio then other proxies, keep this client here
if ( myRatio < fBestRatio )
return false; // don't redirect
}
const char *pszRelayAddr = pBestProxy->GetUserSetting("hltv_addr");
if ( !pszRelayAddr )
return false;
ConMsg( "Redirecting spectator %s to SourceTV relay %s\n",
pClient->GetNetChannel()->GetRemoteAddress().ToString(),
pszRelayAddr );
// first tell that client that we are a SourceTV server,
// otherwise it's might ignore the command
SVC_ServerInfo serverInfo;
FillServerInfo( serverInfo );
pClient->SendNetMsg( serverInfo, true );
// tell the client to connect to this new address
NET_StringCmd cmdMsg( va("redirect %s\n", pszRelayAddr ) ) ;
pClient->SendNetMsg( cmdMsg, true );
// increase this proxies client number in advance so this proxy isn't used again next time
int clients = Q_atoi( pBestProxy->GetUserSetting( "hltv_clients" ) );
pBestProxy->SetUserCVar( "hltv_clients", va("%d", clients+1 ) );
return true;
}
void CHLTVServer::ConnectRelay(const char *address)
{
if ( m_ClientState.IsConnected() )
{
// do not try to reconnect to old connection
m_ClientState.m_szRetryAddress[0] = 0;
// disconnect first
m_ClientState.Disconnect( "HLTV server connecting to relay", true );
Changelevel(); // inactivate clients
}
// connect to new server
m_ClientState.Connect( address, "tvrelay" );
}
void CHLTVServer::StartRelay()
{
if ( !m_ClientState.IsConnected() && !IsPlayingBack() )
{
DevMsg("StartRelay: not connected.\n");
Shutdown();
return;
}
Clear(); // clear old settings & buffers
if ( m_nRecvTables == 0 )
{
// must be done only once since Mod never changes
InitClientRecvTables();
}
m_HLTVFrame.AllocBuffers();
m_StringTables = &m_NetworkStringTables;
SetMaxClients( tv_maxclients.GetInt() );
m_bSignonState = true;
m_flStartTime = net_time;
m_State = ss_loading;
m_nSpawnCount++;
}
int CHLTVServer::GetHLTVSlot( void )
{
return m_nPlayerSlot;
}
float CHLTVServer::GetOnlineTime( void )
{
return max(0., net_time - m_flStartTime);
}
void CHLTVServer::GetLocalStats( int &proxies, int &slots, int &clients )
{
proxies = GetNumProxies();
clients = GetNumClients();
slots = GetMaxClients();
}
void CHLTVServer::GetRelayStats( int &proxies, int &slots, int &clients )
{
proxies = slots = clients = 0;
for (int i=0 ; i < GetClientCount() ; i++ )
{
CBaseClient *client = m_Clients[ i ];
if ( !client->IsConnected() || !client->IsHLTV() )
continue;
proxies += Q_atoi( client->GetUserSetting( "hltv_proxies" ) );
slots += Q_atoi( client->GetUserSetting( "hltv_slots" ) );
clients += Q_atoi( client->GetUserSetting( "hltv_clients" ) );
}
}
void CHLTVServer::GetGlobalStats( int &proxies, int &slots, int &clients )
{
// the master proxy is the only one that really has all data to generate
// global stats
if ( IsMasterProxy() )
{
GetRelayStats( m_nGlobalProxies, m_nGlobalSlots, m_nGlobalClients );
m_nGlobalSlots += GetMaxClients();
m_nGlobalClients += GetNumClients();
}
// if this is a relay proxies, global data comes via the
// wire from the master proxy
proxies = m_nGlobalProxies;
slots = m_nGlobalSlots;
clients = m_nGlobalClients;
}
const netadr_t *CHLTVServer::GetRelayAddress( void )
{
if ( IsMasterProxy() )
{
return &net_local_adr; // TODO wrong port
}
else if ( m_ClientState.m_NetChannel )
{
return &m_ClientState.m_NetChannel->GetRemoteAddress();
}
else
{
return NULL;
}
}
bool CHLTVServer::IsMasterProxy( void )
{
return ( m_MasterClient != NULL );
}
bool CHLTVServer::IsTVRelay()
{
return !IsMasterProxy();
}
bool CHLTVServer::IsDemoPlayback( void )
{
return false;
}
void CHLTVServer::BroadcastLocalTitle( CHLTVClient *client )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "hltv_title", true );
if ( !event )
return;
event->SetString( "text", tv_title.GetString() );
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent eventMsg;
eventMsg.SetReliable( true );
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
{
DevMsg("CHLTVServer: failed to serialize title '%s'.\n", event->GetName() );
g_GameEventManager.FreeEvent( event );
return;
}
if ( client )
{
client->SendNetMsg( eventMsg );
}
else
{
for ( int i = 0; i < m_Clients.Count(); i++ )
{
client = Client(i);
if ( !client->IsActive() || client->IsHLTV() )
continue;
client->SendNetMsg( eventMsg );
}
}
g_GameEventManager.FreeEvent( event );
}
void CHLTVServer::BroadcastLocalChat( const char *pszChat, const char *pszGroup )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "hltv_chat", true );
if ( !event )
return;
event->SetString( "text", pszChat );
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent eventMsg;
eventMsg.SetReliable( false );
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
{
DevMsg("CHLTVServer: failed to serialize chat '%s'.\n", event->GetName() );
g_GameEventManager.FreeEvent( event );
return;
}
for ( int i = 0; i < m_Clients.Count(); i++ )
{
CHLTVClient *cl = Client(i);
if ( !cl->IsActive() || !cl->IsSpawned() || cl->IsHLTV() )
continue;
// if this is a spectator chat message and client disabled it, don't show it
if ( Q_strcmp( cl->m_szChatGroup, pszGroup) || cl->m_bNoChat )
continue;
cl->SendNetMsg( eventMsg );
}
g_GameEventManager.FreeEvent( event );
}
void CHLTVServer::BroadcastEventLocal( IGameEvent *event, bool bReliable )
{
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent eventMsg;
eventMsg.SetReliable( bReliable );
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
{
DevMsg("CHLTVServer: failed to serialize local event '%s'.\n", event->GetName() );
return;
}
for ( int i = 0; i < m_Clients.Count(); i++ )
{
CHLTVClient *cl = Client(i);
if ( !cl->IsActive() || !cl->IsSpawned() || cl->IsHLTV() )
continue;
if ( !cl->SendNetMsg( eventMsg ) )
{
if ( eventMsg.IsReliable() )
{
DevMsg( "BroadcastMessage: Reliable broadcast message overflow for client %s", cl->GetClientName() );
}
}
}
if ( tv_debug.GetBool() )
Msg("SourceTV broadcast local event: %s\n", event->GetName() );
}
void CHLTVServer::BroadcastEvent(IGameEvent *event)
{
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent eventMsg;
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
// create bit stream from KeyValues
if ( !g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
{
DevMsg("CHLTVServer: failed to serialize event '%s'.\n", event->GetName() );
return;
}
BroadcastMessage( eventMsg, true, true );
if ( tv_debug.GetBool() )
Msg("SourceTV broadcast event: %s\n", event->GetName() );
}
void CHLTVServer::FireGameEvent(IGameEvent *event)
{
if ( !IsActive() )
return;
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent eventMsg;
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
// create bit stream from KeyValues
if ( g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
{
SendNetMsg( eventMsg );
}
else
{
DevMsg("CHLTVServer::FireGameEvent: failed to serialize event '%s'.\n", event->GetName() );
}
}
bool CHLTVServer::ShouldUpdateMasterServer()
{
// If the main game server is active, then we let it update Steam with the server info.
return !sv.IsActive();
}
CBaseClient *CHLTVServer::CreateNewClient(int slot )
{
return new CHLTVClient( slot, this );
}
void CHLTVServer::InstallStringTables( void )
{
#ifndef SHARED_NET_STRING_TABLES
int numTables = m_Server->m_StringTables->GetNumTables();
m_StringTables = &m_NetworkStringTables;
Assert( m_StringTables->GetNumTables() == 0); // must be empty
m_StringTables->AllowCreation( true );
// master hltv needs to keep a list of changes for all table items
m_StringTables->EnableRollback( true );
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *serverTable =
(CNetworkStringTable*)m_Server->m_StringTables->GetTable( i );
if ( !serverTable )
continue;
// get matching client table
CNetworkStringTable *hltvTable =
(CNetworkStringTable*)m_StringTables->CreateStringTableEx(
serverTable->GetTableName(),
serverTable->GetMaxStrings(),
serverTable->GetUserDataSize(),
serverTable->GetUserDataSizeBits(),
serverTable->HasFileNameStrings()
);
if ( !hltvTable )
{
DevMsg("SV_InstallHLTVStringTableMirrors! Missing client table \"%s\".\n ", serverTable->GetTableName() );
continue;
}
// make hltv table an exact copy of server table
hltvTable->CopyStringTable( serverTable );
// link hltv table to server table
serverTable->SetMirrorTable( hltvTable );
}
m_StringTables->AllowCreation( false );
#endif
}
void CHLTVServer::RestoreTick( int tick )
{
#ifndef SHARED_NET_STRING_TABLES
// only master proxy delays time
if ( !IsMasterProxy() )
return;
int numTables = m_StringTables->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable = (CNetworkStringTable*) m_StringTables->GetTable( i );
pTable->RestoreTick( tick );
}
#endif
}
void CHLTVServer::UserInfoChanged( int nClientIndex )
{
// don't change UserInfo table, it keeps the infos of the original players
}
void CHLTVServer::LinkInstanceBaselines( void )
{
// Forces to update m_pInstanceBaselineTable.
AUTO_LOCK( g_svInstanceBaselineMutex );
GetInstanceBaselineTable();
Assert( m_pInstanceBaselineTable );
// update all found server classes
for ( ServerClass *pClass = serverGameDLL->GetAllServerClasses(); pClass; pClass=pClass->m_pNext )
{
char idString[32];
Q_snprintf( idString, sizeof( idString ), "%d", pClass->m_ClassID );
// Ok, make a new instance baseline so they can reference it.
int index = m_pInstanceBaselineTable->FindStringIndex( idString );
if ( index != -1 )
{
pClass->m_InstanceBaselineIndex = index;
}
else
{
pClass->m_InstanceBaselineIndex = INVALID_STRING_INDEX;
}
}
}
/* CHLTVServer::GetOriginFromPackedEntity is such a bad, bad hack.
extern float DecodeFloat(SendProp const *pProp, bf_read *pIn);
Vector CHLTVServer::GetOriginFromPackedEntity(PackedEntity* pe)
{
Vector origin; origin.Init();
SendTable *pSendTable = pe->m_pSendTable;
// recursively go down until BaseEntity sendtable
while ( Q_strcmp( pSendTable->GetName(), "DT_BaseEntity") )
{
SendProp *pProp = pSendTable->GetProp( 0 ); // 0 = baseclass
pSendTable = pProp->GetDataTable();
}
for ( int i=0; i < pSendTable->GetNumProps(); i++ )
{
SendProp *pProp = pSendTable->GetProp( i );
if ( Q_strcmp( pProp->GetName(), "m_vecOrigin" ) == 0 )
{
Assert( pProp->GetType() == DPT_Vector );
bf_read buf( pe->LockData(), Bits2Bytes(pe->GetNumBits()), pProp->GetOffset() );
origin[0] = DecodeFloat(pProp, &buf);
origin[1] = DecodeFloat(pProp, &buf);
origin[2] = DecodeFloat(pProp, &buf);
break;
}
}
return origin;
} */
CHLTVEntityData *FindHLTVDataInSnapshot( CFrameSnapshot * pSnapshot, int iEntIndex )
{
int a = 0;
int z = pSnapshot->m_nValidEntities-1;
if ( iEntIndex < pSnapshot->m_pValidEntities[a] ||
iEntIndex > pSnapshot->m_pValidEntities[z] )
return NULL;
while ( a < z )
{
int m = (a+z)/2;
int index = pSnapshot->m_pValidEntities[m];
if ( index == iEntIndex )
return &pSnapshot->m_pHLTVEntityData[m];
if ( iEntIndex > index )
{
if ( pSnapshot->m_pValidEntities[z] == iEntIndex )
return &pSnapshot->m_pHLTVEntityData[z];
if ( a == m )
return NULL;
a = m;
}
else
{
if ( pSnapshot->m_pValidEntities[a] == iEntIndex )
return &pSnapshot->m_pHLTVEntityData[a];
if ( z == m )
return NULL;
z = m;
}
}
return NULL;
}
void CHLTVServer::EntityPVSCheck( CClientFrame *pFrame )
{
byte PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8];
int nPVSSize = (GetCollisionBSPData()->numclusters + 7) / 8;
// setup engine PVS
SV_ResetPVS( PVS, nPVSSize );
CFrameSnapshot * pSnapshot = pFrame->GetSnapshot();
Assert ( pSnapshot->m_pHLTVEntityData != NULL );
int nDirectorEntity = m_Director->GetPVSEntity();
if ( pSnapshot && nDirectorEntity > 0 )
{
CHLTVEntityData *pHLTVData = FindHLTVDataInSnapshot( pSnapshot, nDirectorEntity );
if ( pHLTVData )
{
m_vPVSOrigin.x = pHLTVData->origin[0];
m_vPVSOrigin.y = pHLTVData->origin[1];
m_vPVSOrigin.z = pHLTVData->origin[2];
}
}
else
{
m_vPVSOrigin = m_Director->GetPVSOrigin();
}
SV_AddOriginToPVS( m_vPVSOrigin );
// know remove all entities that aren't in PVS
int entindex = -1;
while ( true )
{
entindex = pFrame->transmit_entity.FindNextSetBit( entindex+1 );
if ( entindex < 0 )
break;
// is transmit_always is set -> no PVS check
if ( pFrame->transmit_always->Get(entindex) )
{
pFrame->last_entity = entindex;
continue;
}
CHLTVEntityData *pHLTVData = FindHLTVDataInSnapshot( pSnapshot, entindex );
if ( !pHLTVData )
continue;
unsigned int nNodeCluster = pHLTVData->m_nNodeCluster;
// check if node or cluster is in PVS
if ( nNodeCluster & (1<<31) )
{
// it's a node SLOW
nNodeCluster &= ~(1<<31);
if ( CM_HeadnodeVisible( nNodeCluster, PVS, nPVSSize ) )
{
pFrame->last_entity = entindex;
continue;
}
}
else
{
// it's a cluster QUICK
if ( PVS[nNodeCluster >> 3] & (1 << (nNodeCluster & 7)) )
{
pFrame->last_entity = entindex;
continue;
}
}
// entity is not in PVS, remove from transmit_entity list
pFrame->transmit_entity.Clear( entindex );
}
}
void CHLTVServer::SignonComplete()
{
Assert ( !IsMasterProxy() );
m_bSignonState = false;
LinkInstanceBaselines();
if ( tv_debug.GetBool() )
Msg("SourceTV signon complete.\n" );
}
CClientFrame *CHLTVServer::AddNewFrame( CClientFrame *clientFrame )
{
VPROF_BUDGET( "CHLTVServer::AddNewFrame", "HLTV" );
Assert ( clientFrame );
Assert( clientFrame->tick_count > m_nLastTick );
m_nLastTick = clientFrame->tick_count;
m_HLTVFrame.SetSnapshot( clientFrame->GetSnapshot() );
m_HLTVFrame.tick_count = clientFrame->tick_count;
m_HLTVFrame.last_entity = clientFrame->last_entity;
m_HLTVFrame.transmit_entity = clientFrame->transmit_entity;
// remember tick of first valid frame
if ( m_nFirstTick < 0 )
{
m_nFirstTick = clientFrame->tick_count;
m_nTickCount = m_nFirstTick;
if ( !IsMasterProxy() )
{
Assert ( m_State == ss_loading );
m_State = ss_active; // we are now ready to go
ReconnectClients();
ConMsg("SourceTV relay active.\n" );
Steam3Server().Activate( CSteam3Server::eServerTypeTVRelay );
Steam3Server().SendUpdatedServerDetails();
}
else
{
ConMsg("SourceTV broadcast active.\n" );
}
}
CHLTVFrame *hltvFrame = new CHLTVFrame;
// copy tickcount & entities from client frame
hltvFrame->CopyFrame( *clientFrame );
//copy rest (messages, tempents) from current HLTV frame
hltvFrame->CopyHLTVData( m_HLTVFrame );
// add frame to HLTV server
AddClientFrame( hltvFrame );
if ( IsMasterProxy() && m_DemoRecorder.IsRecording() )
{
m_DemoRecorder.WriteFrame( &m_HLTVFrame );
}
// reset HLTV frame for recording next messages etc.
m_HLTVFrame.Reset();
m_HLTVFrame.SetSnapshot( NULL );
return hltvFrame;
}
void CHLTVServer::SendClientMessages ( bool bSendSnapshots )
{
// build individual updates
for ( int i=0; i< m_Clients.Count(); i++ )
{
CHLTVClient* client = Client(i);
// Update Host client send state...
if ( !client->ShouldSendMessages() )
{
continue;
}
// Append the unreliable data (player updates and packet entities)
if ( m_CurrentFrame && client->IsActive() )
{
// don't send same snapshot twice
client->SendSnapshot( m_CurrentFrame );
}
else
{
// Connected, but inactive, just send reliable, sequenced info.
client->m_NetChannel->Transmit();
}
client->UpdateSendState();
client->m_fLastSendTime = net_time;
}
}
void CHLTVServer::UpdateStats( void )
{
if ( m_fNextSendUpdateTime > net_time )
return;
m_fNextSendUpdateTime = net_time + 8.0f;
// fire game event for everyone
IGameEvent *event = NULL;
if ( !IsMasterProxy() && !m_ClientState.IsConnected() )
{
// we are disconnected from SourceTV server
event = g_GameEventManager.CreateEvent( "hltv_message", true );
if ( !event )
return;
event->SetString( "text", "SourceTV reconnecting ..." );
}
else
{
int proxies, slots, clients;
GetGlobalStats( proxies, slots, clients );
event = g_GameEventManager.CreateEvent( "hltv_status", true );
if ( !event )
return;
char address[32];
if ( IsMasterProxy() || tv_overridemaster.GetBool() )
{
// broadcast own address
Q_snprintf( address, sizeof(address), "%s:%u", net_local_adr.ToString(true), GetUDPPort() );
}
else
{
// forward address
Q_snprintf( address, sizeof(address), "%s", m_RootServer.ToString() );
}
event->SetString( "master", address );
event->SetInt( "clients", clients );
event->SetInt( "slots", slots);
event->SetInt( "proxies", proxies );
}
if ( IsMasterProxy() )
{
// as a master fire event for every one
g_GameEventManager.FireEvent( event );
}
else
{
// as a relay proxy just broadcast event
BroadcastEvent( event );
}
}
bool CHLTVServer::SendNetMsg( INetMessage &msg, bool bForceReliable )
{
if ( m_bSignonState )
{
return msg.WriteToBuffer( m_Signon );
}
int buffer = HLTV_BUFFER_UNRELIABLE; // default destination
if ( msg.IsReliable() )
{
buffer = HLTV_BUFFER_RELIABLE;
}
else if ( msg.GetType() == svc_Sounds )
{
buffer = HLTV_BUFFER_SOUNDS;
}
else if ( msg.GetType() == svc_VoiceData )
{
buffer = HLTV_BUFFER_VOICE;
}
else if ( msg.GetType() == svc_TempEntities )
{
buffer = HLTV_BUFFER_TEMPENTS;
}
// anything else goes to the unreliable bin
return msg.WriteToBuffer( m_HLTVFrame.m_Messages[buffer] );
}
bf_write *CHLTVServer::GetBuffer( int nBuffer )
{
if ( nBuffer < 0 || nBuffer >= HLTV_BUFFER_MAX )
return NULL;
return &m_HLTVFrame.m_Messages[nBuffer];
}
IServer *CHLTVServer::GetBaseServer()
{
return (IServer*)this;
}
IHLTVDirector *CHLTVServer::GetDirector()
{
return m_Director;
}
CClientFrame *CHLTVServer::GetDeltaFrame( int nTick )
{
if ( !tv_deltacache.GetBool() )
return GetClientFrame( nTick ); //expensive
// TODO make that a utlmap
FOR_EACH_VEC( m_FrameCache, iFrame )
{
if ( m_FrameCache[iFrame].nTick == nTick )
return m_FrameCache[iFrame].pFrame;
}
int i = m_FrameCache.AddToTail();
CFrameCacheEntry_s &entry = m_FrameCache[i];
entry.nTick = nTick;
entry.pFrame = GetClientFrame( nTick ); //expensive
return entry.pFrame;
}
void CHLTVServer::RunFrame()
{
VPROF_BUDGET( "CHLTVServer::RunFrame", "HLTV" );
// update network time etc
NET_RunFrame( Plat_FloatTime() );
if ( m_ClientState.m_nSignonState > SIGNONSTATE_NONE )
{
// process data from net socket
NET_ProcessSocket( m_ClientState.m_Socket, &m_ClientState );
m_ClientState.RunFrame();
m_ClientState.SendPacket();
}
// check if HLTV server if active
if ( !IsActive() )
return;
if ( host_frametime > 0 )
{
m_flFPS = m_flFPS * 0.99f + 0.01f/host_frametime;
}
if ( IsPlayingBack() )
return;
// get current tick time for director module and restore
// world (stringtables, framebuffers) as they were at this time
UpdateTick();
// Run any commands from client and play client Think functions if it is time.
CBaseServer::RunFrame();
UpdateStats();
SendClientMessages( true );
// Update the Steam server if we're running a relay.
if ( !sv.IsActive() )
Steam3Server().RunFrame();
UpdateMasterServer();
}
void CHLTVServer::UpdateTick( void )
{
VPROF_BUDGET( "CHLTVServer::UpdateTick", "HLTV" );
if ( m_nFirstTick < 0 )
{
m_nTickCount = 0;
m_CurrentFrame = NULL;
return;
}
// set tick time to last frame added
int nNewTick = m_nLastTick;
if ( IsMasterProxy() )
{
// get tick from director, he decides delay etc
nNewTick = max( m_nFirstTick, m_Director->GetDirectorTick() );
}
// the the closest available frame
CHLTVFrame *newFrame = (CHLTVFrame*) GetClientFrame( nNewTick, false );
if ( newFrame == NULL )
return; // we dont have a new frame
if ( m_CurrentFrame == newFrame )
return; // current frame didn't change
m_CurrentFrame = newFrame;
m_nTickCount = m_CurrentFrame->tick_count;
if ( IsMasterProxy() )
{
// now do master proxy stuff
// restore string tables for this time
RestoreTick( m_nTickCount );
// remove entities out of current PVS
if ( tv_transmitall.GetBool() == false )
{
EntityPVSCheck( m_CurrentFrame );
}
}
else
{
// delta entity cache works only for relay proxies
m_DeltaCache.SetTick( m_CurrentFrame->tick_count, m_CurrentFrame->last_entity+1 );
}
int removeTick = m_nTickCount - 16.0f/m_flTickInterval; // keep 16 seconds buffer
if ( removeTick > 0 )
{
DeleteClientFrames( removeTick );
}
m_FrameCache.RemoveAll();
}
const char *CHLTVServer::GetName( void ) const
{
return tv_name.GetString();
}
void CHLTVServer::FillServerInfo(SVC_ServerInfo &serverinfo)
{
CBaseServer::FillServerInfo( serverinfo );
serverinfo.m_nPlayerSlot = m_nPlayerSlot; // all spectators think they're the HLTV client
serverinfo.m_nMaxClients = m_nGameServerMaxClients;
}
void CHLTVServer::Clear( void )
{
CBaseServer::Clear();
m_Director = NULL;
m_MasterClient = NULL;
m_ClientState.Clear();
m_Server = NULL;
m_nFirstTick = -1;
m_nLastTick = 0;
m_nTickCount = 0;
m_CurrentFrame = NULL;
m_nPlayerSlot = 0;
m_flStartTime = 0.0f;
m_nViewEntity = 1;
m_nGameServerMaxClients = 0;
m_fNextSendUpdateTime = 0.0f;
m_HLTVFrame.FreeBuffers();
m_vPVSOrigin.Init();
DeleteClientFrames( -1 );
m_DeltaCache.Flush();
m_FrameCache.RemoveAll();
}
bool CHLTVServer::ProcessConnectionlessPacket( netpacket_t * packet )
{
bf_read msg = packet->message; // We're copying the message, so we don't need to seek back when passing packet to the base class.
// int bits = msg.GetNumBitsRead();
char c = msg.ReadChar();
if ( c == 0 )
{
return false;
}
switch ( c )
{
#ifndef NO_STEAM
case A2S_INFO:
char rgchInfoPostfix[64];
msg.ReadString( rgchInfoPostfix, sizeof( rgchInfoPostfix ) );
if ( !Q_stricmp( rgchInfoPostfix, A2S_KEY_STRING_STEAM ) )
{
ReplyInfo( packet->from );
return true;
}
break;
//case A2S_PLAYER:
// return true;
#endif // #ifndef NO_STEAM
}
return CBaseServer::ProcessConnectionlessPacket( packet );
}
void CHLTVServer::Init(bool bIsDedicated)
{
CBaseServer::Init( bIsDedicated );
m_Socket = NS_HLTV;
// check if only master proxy is allowed, no broadcasting
if ( CommandLine()->FindParm("-tvmasteronly") )
{
m_bMasterOnlyMode = true;
}
}
void CHLTVServer::Changelevel()
{
m_DemoRecorder.StopRecording();
InactivateClients();
DeleteClientFrames(-1);
m_CurrentFrame = NULL;
}
void CHLTVServer::GetNetStats( float &avgIn, float &avgOut )
{
CBaseServer::GetNetStats( avgIn, avgOut );
if ( m_ClientState.IsActive() )
{
avgIn += m_ClientState.m_NetChannel->GetAvgData(FLOW_INCOMING);
avgOut += m_ClientState.m_NetChannel->GetAvgData(FLOW_OUTGOING);
}
}
void CHLTVServer::Shutdown( void )
{
m_DemoRecorder.StopRecording(); // if recording, stop now
if ( IsMasterProxy() )
{
if ( m_MasterClient )
m_MasterClient->Disconnect( "SourceTV stop." );
if ( m_Director )
m_Director->SetHLTVServer( NULL );
}
else
{
// do not try to reconnect to old connection
m_ClientState.m_szRetryAddress[0] = 0;
m_ClientState.Disconnect( "HLTV server shutting down", true );
}
g_GameEventManager.RemoveListener( this );
CBaseServer::Shutdown();
}
CDemoFile *CHLTVServer::GetDemoFile()
{
return &m_DemoFile;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHLTVServer::IsPlayingBack( void )
{
return m_bPlayingBack;
}
bool CHLTVServer::IsPlaybackPaused()
{
return m_bPlaybackPaused;
}
float CHLTVServer::GetPlaybackTimeScale()
{
return m_flPlaybackRateModifier;
}
void CHLTVServer::SetPlaybackTimeScale(float timescale)
{
m_flPlaybackRateModifier = timescale;
}
void CHLTVServer::ResyncDemoClock()
{
m_nStartTick = host_tickcount;
}
int CHLTVServer::GetPlaybackStartTick( void )
{
return m_nStartTick;
}
int CHLTVServer::GetPlaybackTick( void )
{
return host_tickcount - m_nStartTick;
}
int CHLTVServer::GetTotalTicks(void)
{
return m_DemoFile.m_DemoHeader.playback_ticks;
}
bool CHLTVServer::StartPlayback( const char *filename, bool bAsTimeDemo )
{
Clear();
if ( !m_DemoFile.Open( filename, true ) )
{
return false;
}
// Read in the m_DemoHeader
demoheader_t *dh = m_DemoFile.ReadDemoHeader();
if ( !dh )
{
ConMsg( "Failed to read demo header.\n" );
m_DemoFile.Close();
return false;
}
// create a fake channel with a NULL address
m_ClientState.m_NetChannel = NET_CreateNetChannel( NS_CLIENT, NULL, "DEMO", &m_ClientState );
if ( !m_ClientState.m_NetChannel )
{
ConMsg( "CDemo::Play: failed to create demo net channel\n" );
m_DemoFile.Close();
return false;
}
m_ClientState.m_NetChannel->SetTimeout( -1.0f ); // never timeout
// Now read in the directory structure.
m_bPlayingBack = true;
ConMsg( "Reading complete demo file at once...\n");
double start = Plat_FloatTime();
ReadCompleteDemoFile();
double diff = Plat_FloatTime() - start;
ConMsg( "Reading time :%.4f\n", diff );
NET_RemoveNetChannel( m_ClientState.m_NetChannel, true );
m_ClientState.m_NetChannel = NULL;
return true;
}
void CHLTVServer::ReadCompleteDemoFile()
{
int tick = 0;
byte cmd = dem_signon;
char buffer[NET_MAX_PAYLOAD];
netpacket_t demoPacket;
// setup demo packet data buffer
Q_memset( &demoPacket, 0, sizeof(demoPacket) );
demoPacket.from.SetType( NA_LOOPBACK);
while ( true )
{
m_DemoFile.ReadCmdHeader( cmd, tick );
// COMMAND HANDLERS
switch ( cmd )
{
case dem_synctick:
ResyncDemoClock();
break;
case dem_stop:
// MOTODO we finished reading the file
return ;
case dem_consolecmd:
{
NET_StringCmd cmdmsg( m_DemoFile.ReadConsoleCommand() );
m_ClientState.ProcessStringCmd( &cmdmsg );
}
break;
case dem_datatables:
{
ALIGN4 char data[64*1024] ALIGN4_POST;
bf_read buf( "dem_datatables", data, sizeof(data) );
m_DemoFile.ReadNetworkDataTables( &buf );
buf.Seek( 0 );
// support for older engine demos
if ( !DataTable_LoadDataTablesFromBuffer( &buf, m_DemoFile.m_DemoHeader.demoprotocol ) )
{
Host_Error( "Error parsing network data tables during demo playback." );
}
}
break;
case dem_stringtables:
{
void *data = NULL;
int dataLen = 512 * 1024;
while ( dataLen <= DEMO_FILE_MAX_STRINGTABLE_SIZE )
{
data = realloc( data, dataLen );
bf_read buf( "dem_stringtables", data, dataLen );
// did we successfully read
if ( m_DemoFile.ReadStringTables( &buf ) > 0 )
{
buf.Seek( 0 );
if ( !networkStringTableContainerClient->ReadStringTables( buf ) )
{
Host_Error( "Error parsing string tables during demo playback." );
}
break;
}
// Didn't fit. Try doubling the size of the buffer
dataLen *= 2;
}
if ( dataLen > DEMO_FILE_MAX_STRINGTABLE_SIZE )
{
Warning( "ReadCompleteDemoFile failed to read string tables. Trying to read string tables that's bigger than max string table size\n" );
}
free( data );
}
break;
case dem_usercmd:
{
char bufferIn[256];
int length = sizeof( bufferIn );
m_DemoFile.ReadUserCmd( bufferIn, length );
// MOTODO HLTV must store user commands too
}
break;
case dem_signon:
case dem_packet:
{
int inseq, outseqack = 0;
m_DemoFile.ReadCmdInfo( m_LastCmdInfo ); // MOTODO must be stored somewhere
m_DemoFile.ReadSequenceInfo( inseq, outseqack );
int length = m_DemoFile.ReadRawData( buffer, sizeof(buffer) );
if ( length > 0 )
{
// succsessfully read new demopacket
demoPacket.received = realtime;
demoPacket.size = length;
demoPacket.message.StartReading( buffer, length );
m_ClientState.m_NetChannel->ProcessPacket( &demoPacket, false );
}
}
break;
}
}
}
int CHLTVServer::GetChallengeType ( netadr_t &adr )
{
return PROTOCOL_HASHEDCDKEY; // HLTV doesn't need Steam authentication
}
const char *CHLTVServer::GetPassword() const
{
const char *password = tv_password.GetString();
// if password is empty or "none", return NULL
if ( !password[0] || !Q_stricmp(password, "none" ) )
{
return NULL;
}
return password;
}
IClient *CHLTVServer::ConnectClient ( netadr_t &adr, int protocol, int challenge, int clientChallenge, int authProtocol,
const char *name, const char *password, const char *hashedCDkey, int cdKeyLen )
{
IClient *client = (CHLTVClient*)CBaseServer::ConnectClient(
adr, protocol, challenge, clientChallenge, authProtocol, name, password, hashedCDkey, cdKeyLen );
if ( client )
{
// remember password
CHLTVClient *pHltvClient = (CHLTVClient*)client;
Q_strncpy( pHltvClient->m_szPassword, password, sizeof(pHltvClient->m_szPassword) );
}
return client;
}
int CHLTVServer::GetProtocolVersion()
{
if ( GetDemoFile() )
return GetDemoFile()->GetProtocolVersion();
return PROTOCOL_VERSION;
}
#ifndef NO_STEAM
void CHLTVServer::ReplyInfo( const netadr_t &adr )
{
static char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
CUtlBuffer buf;
buf.EnsureCapacity( 2048 );
buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
buf.PutUnsignedChar( S2A_INFO_SRC );
buf.PutUnsignedChar( GetProtocolVersion() ); // Hardcoded protocol version number
buf.PutString( GetName() );
buf.PutString( GetMapName() );
buf.PutString( gamedir );
buf.PutString( serverGameDLL->GetGameDescription() );
// The next field is a 16-bit version of the AppID. If our AppID < 65536,
// then let's go ahead and put in in there, to maximize compatibility
// with old clients who might be only using this field but not the new one.
// However, if our AppID won't fit, there's no way we can be compatible,
// anyway, so just put in a zero, which is better than a bogus AppID.
uint16 usAppIdShort = (uint16)GetSteamAppID();
if ( (AppId_t)usAppIdShort != GetSteamAppID() )
{
usAppIdShort = 0;
}
buf.PutShort( LittleWord( usAppIdShort ) );
// player info
buf.PutUnsignedChar( GetNumClients() );
buf.PutUnsignedChar( GetMaxClients() );
buf.PutUnsignedChar( 0 );
// NOTE: This key's meaning is changed in the new version. Since we send gameport and specport,
// it knows whether we're running SourceTV or not. Then it only needs to know if we're a dedicated or listen server.
if ( IsDedicated() )
buf.PutUnsignedChar( 'd' ); // d = dedicated server
else
buf.PutUnsignedChar( 'l' ); // l = listen server
#if defined(_WIN32)
buf.PutUnsignedChar( 'w' );
#elif defined(OSX)
buf.PutUnsignedChar( 'm' );
#else // LINUX?
buf.PutUnsignedChar( 'l' );
#endif
// Password?
buf.PutUnsignedChar( GetPassword() != NULL ? 1 : 0 );
buf.PutUnsignedChar( Steam3Server().BSecure() ? 1 : 0 );
buf.PutString( GetSteamInfIDVersionInfo().szVersionString );
//
// NEW DATA.
//
// Write a byte with some flags that describe what is to follow.
const char *pchTags = sv_tags.GetString();
byte nNewFlags = 0;
//if ( GetGamePort() != 0 )
// nNewFlags |= S2A_EXTRA_DATA_HAS_GAME_PORT;
if ( Steam3Server().GetGSSteamID().IsValid() )
nNewFlags |= S2A_EXTRA_DATA_HAS_STEAMID;
if ( GetUDPPort() != 0 )
nNewFlags |= S2A_EXTRA_DATA_HAS_SPECTATOR_DATA;
if ( pchTags && pchTags[0] != '\0' )
nNewFlags |= S2A_EXTRA_DATA_HAS_GAMETAG_DATA;
nNewFlags |= S2A_EXTRA_DATA_GAMEID;
buf.PutUnsignedChar( nNewFlags );
// Write the rest of the data.
//if ( nNewFlags & S2A_EXTRA_DATA_HAS_GAME_PORT )
//{
// buf.PutShort( LittleWord( GetGamePort() ) );
//}
if ( nNewFlags & S2A_EXTRA_DATA_HAS_STEAMID )
{
buf.PutUint64( LittleQWord( Steam3Server().GetGSSteamID().ConvertToUint64() ) );
}
if ( nNewFlags & S2A_EXTRA_DATA_HAS_SPECTATOR_DATA )
{
buf.PutShort( LittleWord( GetUDPPort() ) );
buf.PutString( GetName() );
}
if ( nNewFlags & S2A_EXTRA_DATA_HAS_GAMETAG_DATA )
{
buf.PutString( pchTags );
}
if ( nNewFlags & S2A_EXTRA_DATA_GAMEID )
{
// !FIXME! Is there a reason we aren't using the other half
// of this field? Shouldn't we put the game mod ID in there, too?
// We have the game dir.
buf.PutUint64( LittleQWord( CGameID( GetSteamAppID() ).ToUint64() ) );
}
NET_SendPacket( NULL, m_Socket, adr, (unsigned char *)buf.Base(), buf.TellPut() );
}
#endif // #ifndef NO_STEAM
CON_COMMAND( tv_status, "Show SourceTV server status." )
{
int slots, proxies, clients;
float in, out;
char gd[MAX_OSPATH];
Q_FileBase( com_gamedir, gd, sizeof( gd ) );
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
hltv->GetNetStats( in, out );
in /= 1024; // as KB
out /= 1024;
ConMsg("--- SourceTV Status ---\n");
ConMsg("Online %s, FPS %.1f, Version %i (%s)\n",
COM_FormatSeconds( hltv->GetOnlineTime() ), hltv->m_flFPS, build_number(),
#ifdef _WIN32
"Win32" );
#else
"Linux" );
#endif
if ( hltv->IsDemoPlayback() )
{
ConMsg("Playing Demo File \"%s\"\n", "TODO demo file name" );
}
else if ( hltv->IsMasterProxy() )
{
ConMsg("Master \"%s\", delay %.0f\n", hltv->GetName(), hltv->GetDirector()->GetDelay() );
}
else // if ( m_Server->IsRelayProxy() )
{
if ( hltv->GetRelayAddress() )
{
ConMsg("Relay \"%s\", connect to %s\n", hltv->GetName(), hltv->GetRelayAddress()->ToString() );
}
else
{
ConMsg("Relay \"%s\", not connect.\n", hltv->GetName() );
}
}
ConMsg("Game Time %s, Mod \"%s\", Map \"%s\", Players %i\n", COM_FormatSeconds( hltv->GetTime() ),
gd, hltv->GetMapName(), hltv->GetNumPlayers() );
ConMsg("Local IP %s:%i, KB/sec In %.1f, Out %.1f\n",
net_local_adr.ToString( true ), hltv->GetUDPPort(), in ,out );
hltv->GetLocalStats( proxies, slots, clients );
ConMsg("Local Slots %i, Spectators %i, Proxies %i\n",
slots, clients-proxies, proxies );
hltv->GetGlobalStats( proxies, slots, clients);
ConMsg("Total Slots %i, Spectators %i, Proxies %i\n",
slots, clients-proxies, proxies);
if ( hltv->m_DemoRecorder.IsRecording() )
{
ConMsg("Recording to \"%s\", length %s.\n", hltv->m_DemoRecorder.GetDemoFile()->m_szFileName,
COM_FormatSeconds( host_state.interval_per_tick * hltv->m_DemoRecorder.GetRecordingTick() ) );
}
}
CON_COMMAND( tv_relay, "Connect to SourceTV server and relay broadcast." )
{
if ( args.ArgC() < 2 )
{
ConMsg( "Usage: tv_relay <ip:port>\n" );
return;
}
const char *address = args.ArgS();
// If it's not a single player connection to "localhost", initialize networking & stop listenserver
if ( !Q_strncmp( address, "localhost", 9 ) )
{
ConMsg( "SourceTV can't connect to localhost.\n" );
return;
}
if ( !hltv )
{
hltv = new CHLTVServer;
hltv->Init( NET_IsDedicated() );
}
if ( hltv->m_bMasterOnlyMode )
{
ConMsg("SourceTV in Master-Only mode.\n" );
return;
}
// shutdown anything else
Host_Disconnect( false );
// start networking
NET_SetMutiplayer( true );
hltv->ConnectRelay( address );
}
CON_COMMAND( tv_stop, "Stops the SourceTV broadcast." )
{
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
int nClients = hltv->GetNumClients();
hltv->Shutdown();
ConMsg("SourceTV stopped, %i clients disconnected.\n", nClients );
}
CON_COMMAND( tv_retry, "Reconnects the SourceTV relay proxy." )
{
if ( !hltv )
{
ConMsg("SourceTV not active.\n" );
return;
}
if ( hltv->m_bMasterOnlyMode )
{
ConMsg("SourceTV in Master-Only mode.\n" );
return;
}
if ( !hltv->m_ClientState.m_szRetryAddress[ 0 ] )
{
ConMsg( "Can't retry, no previous SourceTV connection\n" );
return;
}
ConMsg( "Commencing SourceTV connection retry to %s\n", hltv->m_ClientState.m_szRetryAddress );
Cbuf_AddText( va( "tv_relay %s\n", hltv->m_ClientState.m_szRetryAddress ) );
}
CON_COMMAND( tv_record, "Starts SourceTV demo recording." )
{
if ( args.ArgC() < 2 )
{
ConMsg( "Usage: tv_record <filename>\n" );
return;
}
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
if ( !hltv->IsMasterProxy() )
{
ConMsg("Only SourceTV Master can record demos instantly.\n" );
return;
}
if ( hltv->m_DemoRecorder.IsRecording() )
{
ConMsg("SourceTV already recording to %s.\n", hltv->m_DemoRecorder.GetDemoFile()->m_szFileName );
return;
}
// check path first
if ( !COM_IsValidPath( args[1] ) )
{
ConMsg( "record %s: invalid path.\n", args[1] );
return;
}
char name[ MAX_OSPATH ];
Q_strncpy( name, args[1], sizeof( name ) );
// add .dem if not already set by user
Q_DefaultExtension( name, ".dem", sizeof( name ) );
hltv->m_DemoRecorder.StartRecording( name, false );
}
CON_COMMAND( tv_stoprecord, "Stops SourceTV demo recording." )
{
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
hltv->m_DemoRecorder.StopRecording();
}
CON_COMMAND( tv_clients, "Shows list of connected SourceTV clients." )
{
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
int nCount = 0;
for ( int i=0; i<hltv->GetClientCount(); i++)
{
CHLTVClient *client = hltv->Client( i );
INetChannel *netchan = client->GetNetChannel();
if ( !netchan )
continue;
ConMsg("ID: %i, \"%s\" %s, Time %s, %s, In %.1f, Out %.1f.\n",
client->GetUserID(),
client->GetClientName(),
client->IsHLTV() ? "(Relay)" : "",
COM_FormatSeconds( netchan->GetTimeConnected() ),
netchan->GetAddress(),
netchan->GetAvgData( FLOW_INCOMING ) / 1024,
netchan->GetAvgData( FLOW_OUTGOING ) / 1024 );
nCount++;
}
ConMsg("--- Total %i connected clients ---\n", nCount );
}
CON_COMMAND( tv_msg, "Send a screen message to all clients." )
{
if ( !hltv || !hltv->IsActive() )
{
ConMsg("SourceTV not active.\n" );
return;
}
IGameEvent *msg = g_GameEventManager.CreateEvent( "hltv_message", true );
if ( msg )
{
msg->SetString( "text", args.ArgS() );
hltv->BroadcastEventLocal( msg, false );
g_GameEventManager.FreeEvent( msg );
}
}
#ifndef SWDS
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void EditDemo_f( const CCommand &args )
{
if ( cmd_source != src_command )
return;
if ( args.ArgC() < 2 )
{
Msg ("editdemo <demoname> : edits a demo\n");
return;
}
// set current demo player to client demo player
demoplayer = hltv;
//
// open the demo file
//
char name[ MAX_OSPATH ];
Q_strncpy( name, args[1], sizeof( name ) );
Q_DefaultExtension( name, ".dem", sizeof( name ) );
hltv->m_ClientState.m_bSaveMemory = true;
demoplayer->StartPlayback( name, false );
}
CON_COMMAND_AUTOCOMPLETEFILE( editdemo, EditDemo_f, "Edit a recorded demo file (.dem ).", NULL, dem );
#endif