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1682 lines
41 KiB
1682 lines
41 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "server_pch.h"
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#include "framesnapshot.h"
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#include "checksum_engine.h"
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#include "sv_main.h"
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#include "GameEventManager.h"
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#include "networkstringtable.h"
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#include "demo.h"
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#include "PlayerState.h"
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#include "tier0/vprof.h"
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#include "sv_packedentities.h"
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#include "LocalNetworkBackdoor.h"
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#include "testscriptmgr.h"
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#include "hltvserver.h"
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#include "pr_edict.h"
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#include "logofile_shared.h"
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#include "dt_send_eng.h"
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#include "sv_plugin.h"
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#include "download.h"
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#include "cmodel_engine.h"
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#include "tier1/CommandBuffer.h"
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#include "gl_cvars.h"
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#if defined( REPLAY_ENABLED )
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#include "replayserver.h"
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#include "replay_internal.h"
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#endif
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#include "tier2/tier2.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CNetworkStringTableContainer *networkStringTableContainerServer;
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static ConVar sv_timeout( "sv_timeout", "65", 0, "After this many seconds without a message from a client, the client is dropped" );
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static ConVar sv_maxrate( "sv_maxrate", "0", FCVAR_REPLICATED, "Max bandwidth rate allowed on server, 0 == unlimited" );
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static ConVar sv_minrate( "sv_minrate", "3500", FCVAR_REPLICATED, "Min bandwidth rate allowed on server, 0 == unlimited" );
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ConVar sv_maxupdaterate( "sv_maxupdaterate", "66", FCVAR_REPLICATED, "Maximum updates per second that the server will allow" );
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ConVar sv_minupdaterate( "sv_minupdaterate", "10", FCVAR_REPLICATED, "Minimum updates per second that the server will allow" );
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ConVar sv_stressbots("sv_stressbots", "0", FCVAR_DEVELOPMENTONLY, "If set to 1, the server calculates data and fills packets to bots. Used for perf testing.");
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static ConVar sv_allowdownload ("sv_allowdownload", "1", 0, "Allow clients to download files");
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static ConVar sv_allowupload ("sv_allowupload", "1", 0, "Allow clients to upload customizations files");
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ConVar sv_sendtables ( "sv_sendtables", "0", FCVAR_DEVELOPMENTONLY, "Force full sendtable sending path." );
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extern ConVar sv_maxreplay;
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extern ConVar tv_snapshotrate;
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extern ConVar tv_transmitall;
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extern ConVar sv_pure_kick_clients;
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extern ConVar sv_pure_trace;
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// static ConVar sv_failuretime( "sv_failuretime", "0.5", 0, "After this long without a packet from client, don't send any more until client starts sending again" );
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static const char * s_clcommands[] =
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{
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"status",
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"pause",
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"setpause",
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"unpause",
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"ping",
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"rpt_server_enable",
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"rpt_client_enable",
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#ifndef SWDS
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"rpt",
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"rpt_connect",
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"rpt_password",
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"rpt_screenshot",
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"rpt_download_log",
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#endif
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NULL,
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};
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// Used on the server and on the client to bound its cl_rate cvar.
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int ClampClientRate( int nRate )
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{
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if ( sv_maxrate.GetInt() > 0 )
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{
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nRate = clamp( nRate, MIN_RATE, sv_maxrate.GetInt() );
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}
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if ( sv_minrate.GetInt() > 0 )
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{
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nRate = clamp( nRate, sv_minrate.GetInt(), MAX_RATE );
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}
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return nRate;
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}
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CGameClient::CGameClient(int slot, CBaseServer *pServer )
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{
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Clear();
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m_nClientSlot = slot;
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m_nEntityIndex = slot+1;
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m_Server = pServer;
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m_pCurrentFrame = NULL;
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m_bIsInReplayMode = false;
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// NULL out data we'll never use.
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memset( &m_PrevPackInfo, 0, sizeof( m_PrevPackInfo ) );
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m_PrevPackInfo.m_pTransmitEdict = &m_PrevTransmitEdict;
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}
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CGameClient::~CGameClient()
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{
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}
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bool CGameClient::ProcessClientInfo( CLC_ClientInfo *msg )
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{
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CBaseClient::ProcessClientInfo( msg );
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if ( m_bIsHLTV )
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{
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// Likely spoofing, or misconfiguration. Don't let Disconnect pathway believe this is a replay bot, it will
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// asplode.
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m_bIsHLTV = false;
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Disconnect( "ProcessClientInfo: SourceTV can not connect to game directly.\n" );
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return false;
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}
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#if defined( REPLAY_ENABLED )
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if ( m_bIsReplay )
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{
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// Likely spoofing, or misconfiguration. Don't let Disconnect pathway believe this is an hltv bot, it will
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// asplode.
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m_bIsReplay = false;
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Disconnect( "ProcessClientInfo: Replay can not connect to game directly.\n" );
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return false;
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}
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#endif
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if ( sv_allowupload.GetBool() )
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{
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// download all missing customizations files from this client;
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DownloadCustomizations();
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}
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return true;
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}
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bool CGameClient::ProcessMove(CLC_Move *msg)
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{
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// Don't process usercmds until the client is active. If we do, there can be weird behavior
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// like the game trying to send reliable messages to the client and having those messages discarded.
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if ( !IsActive() )
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return true;
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if ( m_LastMovementTick == sv.m_nTickCount )
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{
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// Only one movement command per frame, someone is cheating.
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return true;
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}
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m_LastMovementTick = sv.m_nTickCount;
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int totalcmds =msg->m_nBackupCommands + msg->m_nNewCommands;
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// Decrement drop count by held back packet count
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int netdrop = m_NetChannel->GetDropNumber();
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bool ignore = !sv.IsActive();
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#ifdef SWDS
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bool paused = sv.IsPaused();
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#else
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bool paused = sv.IsPaused() || ( !sv.IsMultiplayer() && Con_IsVisible() );
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#endif
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// Make sure player knows of correct server time
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g_ServerGlobalVariables.curtime = sv.GetTime();
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g_ServerGlobalVariables.frametime = host_state.interval_per_tick;
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// COM_Log( "sv.log", " executing %i move commands from client starting with command %i(%i)\n",
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// numcmds,
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// m_Client->m_NetChan->incoming_sequence,
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// m_Client->m_NetChan->incoming_sequence & SV_UPDATE_MASK );
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int startbit = msg->m_DataIn.GetNumBitsRead();
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serverGameClients->ProcessUsercmds
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(
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edict, // Player edict
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&msg->m_DataIn,
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msg->m_nNewCommands,
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totalcmds, // Commands in packet
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netdrop, // Number of dropped commands
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ignore, // Don't actually run anything
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paused // Run, but don't actually do any movement
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);
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if ( msg->m_DataIn.IsOverflowed() )
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{
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Disconnect( "ProcessUsercmds: Overflowed reading usercmd data (check sending and receiving code for mismatches)!\n" );
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return false;
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}
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int endbit = msg->m_DataIn.GetNumBitsRead();
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if ( msg->m_nLength != (endbit-startbit) )
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{
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Disconnect( "ProcessUsercmds: Incorrect reading frame (check sending and receiving code for mismatches)!\n" );
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return false;
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}
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return true;
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}
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bool CGameClient::ProcessVoiceData( CLC_VoiceData *msg )
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{
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char voiceDataBuffer[4096];
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int bitsRead = msg->m_DataIn.ReadBitsClamped( voiceDataBuffer, msg->m_nLength );
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SV_BroadcastVoiceData( this, Bits2Bytes(bitsRead), voiceDataBuffer, msg->m_xuid );
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return true;
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}
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bool CGameClient::ProcessCmdKeyValues( CLC_CmdKeyValues *msg )
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{
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serverGameClients->ClientCommandKeyValues( edict, msg->GetKeyValues() );
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return true;
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}
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bool CGameClient::ProcessRespondCvarValue( CLC_RespondCvarValue *msg )
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{
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if ( msg->m_iCookie > 0 )
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{
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if ( g_pServerPluginHandler )
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g_pServerPluginHandler->OnQueryCvarValueFinished( msg->m_iCookie, edict, msg->m_eStatusCode, msg->m_szCvarName, msg->m_szCvarValue );
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}
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else
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{
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// Negative cookie means the game DLL asked for the value.
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if ( serverGameDLL && g_iServerGameDLLVersion >= 6 )
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{
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#ifdef REL_TO_STAGING_MERGE_TODO
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serverGameDLL->OnQueryCvarValueFinished( msg->m_iCookie, edict, msg->m_eStatusCode, msg->m_szCvarName, msg->m_szCvarValue );
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#endif
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}
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}
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return true;
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}
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#include "pure_server.h"
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bool CGameClient::ProcessFileCRCCheck( CLC_FileCRCCheck *msg )
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{
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// Ignore this message if we're not in pure server mode...
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if ( !sv.IsInPureServerMode() )
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return true;
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char warningStr[1024] = {0};
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// The client may send us files we don't care about, so filter them here
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// if ( !sv.GetPureServerWhitelist()->GetForceMatchList()->IsFileInList( msg->m_szFilename ) )
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// return true;
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// first check against all the other files users have sent
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FileHash_t filehash;
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filehash.m_md5contents = msg->m_MD5;
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filehash.m_crcIOSequence = msg->m_CRCIOs;
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filehash.m_eFileHashType = msg->m_eFileHashType;
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filehash.m_cbFileLen = msg->m_nFileFraction;
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filehash.m_nPackFileNumber = msg->m_nPackFileNumber;
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filehash.m_PackFileID = msg->m_PackFileID;
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const char *path = msg->m_szPathID;
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const char *fileName = msg->m_szFilename;
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if ( g_PureFileTracker.DoesFileMatch( path, fileName, msg->m_nFileFraction, &filehash, GetNetworkID() ) )
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{
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// track successful file
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}
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else
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{
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V_snprintf( warningStr, sizeof( warningStr ), "Pure server: file [%s]\\%s does not match the server's file.", path, fileName );
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}
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// still ToDo:
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// 1. make sure the user sends some files
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// 2. make sure the user doesnt skip any files
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// 3. make sure the user sends the right files...
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if ( warningStr[0] )
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{
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if ( sv_pure_kick_clients.GetInt() )
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{
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Disconnect( "%s", warningStr );
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}
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else
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{
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ClientPrintf( "Warning: %s\n", warningStr );
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if ( sv_pure_trace.GetInt() >= 1 )
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{
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Msg( "[%s] %s\n", GetNetworkIDString(), warningStr );
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}
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}
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}
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else
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{
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if ( sv_pure_trace.GetInt() >= 2 )
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{
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Msg( "Pure server CRC check: client %s passed check for [%s]\\%s\n", GetClientName(), msg->m_szPathID, msg->m_szFilename );
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}
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}
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return true;
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}
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bool CGameClient::ProcessFileMD5Check( CLC_FileMD5Check *msg )
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{
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// Legacy message
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return true;
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}
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#if defined( REPLAY_ENABLED )
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bool CGameClient::ProcessSaveReplay( CLC_SaveReplay *pMsg )
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{
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// Don't allow on listen servers
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if ( !sv.IsDedicated() )
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return false;
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if ( !g_pReplay )
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return false;
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g_pReplay->SV_NotifyReplayRequested();
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return true;
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}
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#endif
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void CGameClient::DownloadCustomizations()
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{
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for ( int i=0; i<MAX_CUSTOM_FILES; i++ )
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{
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if ( m_nCustomFiles[i].crc == 0 )
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continue; // slot not used
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CCustomFilename hexname( m_nCustomFiles[i].crc );
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if ( g_pFileSystem->FileExists( hexname.m_Filename, "game" ) )
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continue; // we already have it
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// we don't have it, request download from client
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m_nCustomFiles[i].reqID = m_NetChannel->RequestFile( hexname.m_Filename );
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}
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}
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void CGameClient::Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge )
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{
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CBaseClient::Connect( szName, nUserID, pNetChannel, bFakePlayer, clientChallenge );
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edict = EDICT_NUM( m_nEntityIndex );
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// init PackInfo
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m_PackInfo.m_pClientEnt = edict;
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m_PackInfo.m_nPVSSize = sizeof( m_PackInfo.m_PVS );
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// fire global game event - server only
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IGameEvent *event = g_GameEventManager.CreateEvent( "player_connect" );
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{
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event->SetInt( "userid", m_UserID );
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event->SetInt( "index", m_nClientSlot );
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event->SetString( "name", m_Name );
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event->SetString("networkid", GetNetworkIDString() );
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event->SetString( "address", m_NetChannel?m_NetChannel->GetAddress():"none" );
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event->SetInt( "bot", m_bFakePlayer?1:0 );
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g_GameEventManager.FireEvent( event, true );
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}
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// the only difference here is we don't send an
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// IP to prevent hackers from doing evil things
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event = g_GameEventManager.CreateEvent( "player_connect_client" );
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if ( event )
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{
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event->SetInt( "userid", m_UserID );
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event->SetInt( "index", m_nClientSlot );
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event->SetString( "name", m_Name );
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event->SetString( "networkid", GetNetworkIDString() );
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event->SetInt( "bot", m_bFakePlayer ? 1 : 0 );
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g_GameEventManager.FireEvent( event );
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}
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}
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void CGameClient::SetupPackInfo( CFrameSnapshot *pSnapshot )
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{
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// Compute Vis for each client
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m_PackInfo.m_nPVSSize = (GetCollisionBSPData()->numclusters + 7) / 8;
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serverGameClients->ClientSetupVisibility( (edict_t *)m_pViewEntity,
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m_PackInfo.m_pClientEnt, m_PackInfo.m_PVS, m_PackInfo.m_nPVSSize );
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// This is the frame we are creating, i.e., the next
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// frame after the last one that the client acknowledged
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m_pCurrentFrame = AllocateFrame();
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m_pCurrentFrame->Init( pSnapshot );
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m_PackInfo.m_pTransmitEdict = &m_pCurrentFrame->transmit_entity;
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// if this client is the HLTV or Replay client, add the nocheck PVS bit array
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// normal clients don't need that extra array
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#ifndef _XBOX
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#if defined( REPLAY_ENABLED )
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if ( IsHLTV() || IsReplay() )
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#else
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if ( IsHLTV() )
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#endif
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{
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// the hltv client doesn't has a ClientFrame list
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m_pCurrentFrame->transmit_always = new CBitVec<MAX_EDICTS>;
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m_PackInfo.m_pTransmitAlways = m_pCurrentFrame->transmit_always;
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}
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else
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#endif
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{
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m_PackInfo.m_pTransmitAlways = NULL;
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}
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// Add frame to ClientFrame list
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int nMaxFrames = MAX_CLIENT_FRAMES;
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if ( sv_maxreplay.GetFloat() > 0 )
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{
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// if the server has replay features enabled, allow a way bigger frame buffer
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nMaxFrames = max ( (float)nMaxFrames, sv_maxreplay.GetFloat() / m_Server->GetTickInterval() );
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}
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if ( nMaxFrames < AddClientFrame( m_pCurrentFrame ) )
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{
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// If the client has more than 64 frames, the server will start to eat too much memory.
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RemoveOldestFrame();
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}
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// Since area to area visibility is determined by each player's PVS, copy
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// the area network lookups into the ClientPackInfo_t
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m_PackInfo.m_AreasNetworked = 0;
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int areaCount = g_AreasNetworked.Count();
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for ( int j = 0; j < areaCount; j++ )
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{
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m_PackInfo.m_Areas[m_PackInfo.m_AreasNetworked] = g_AreasNetworked[ j ];
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m_PackInfo.m_AreasNetworked++;
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// Msg("CGameClient::SetupPackInfo: too much areas (%i)", areaCount );
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Assert( m_PackInfo.m_AreasNetworked < MAX_WORLD_AREAS );
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}
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CM_SetupAreaFloodNums( m_PackInfo.m_AreaFloodNums, &m_PackInfo.m_nMapAreas );
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}
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void CGameClient::SetupPrevPackInfo()
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{
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memcpy( &m_PrevTransmitEdict, m_PackInfo.m_pTransmitEdict, sizeof( m_PrevTransmitEdict ) );
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// Copy the relevant fields into m_PrevPackInfo.
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m_PrevPackInfo.m_AreasNetworked = m_PackInfo.m_AreasNetworked;
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memcpy( m_PrevPackInfo.m_Areas, m_PackInfo.m_Areas, sizeof( m_PackInfo.m_Areas[0] ) * m_PackInfo.m_AreasNetworked );
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m_PrevPackInfo.m_nPVSSize = m_PackInfo.m_nPVSSize;
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memcpy( m_PrevPackInfo.m_PVS, m_PackInfo.m_PVS, m_PackInfo.m_nPVSSize );
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m_PrevPackInfo.m_nMapAreas = m_PackInfo.m_nMapAreas;
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memcpy( m_PrevPackInfo.m_AreaFloodNums, m_PackInfo.m_AreaFloodNums, m_PackInfo.m_nMapAreas * sizeof( m_PackInfo.m_nMapAreas ) );
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}
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/*
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================
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CheckRate
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Make sure channel rate for active client is within server bounds
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================
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*/
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void CGameClient::SetRate(int nRate, bool bForce )
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{
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if ( !bForce )
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{
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nRate = ClampClientRate( nRate );
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}
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CBaseClient::SetRate( nRate, bForce );
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}
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void CGameClient::SetUpdateRate(int udpaterate, bool bForce)
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{
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if ( !bForce )
|
|
{
|
|
if ( sv_maxupdaterate.GetInt() > 0 )
|
|
{
|
|
udpaterate = clamp( udpaterate, 1, sv_maxupdaterate.GetInt() );
|
|
}
|
|
|
|
if ( sv_minupdaterate.GetInt() > 0 )
|
|
{
|
|
udpaterate = clamp( udpaterate, sv_minupdaterate.GetInt(), 100 );
|
|
}
|
|
}
|
|
|
|
CBaseClient::SetUpdateRate( udpaterate, bForce );
|
|
}
|
|
|
|
|
|
void CGameClient::UpdateUserSettings()
|
|
{
|
|
// set voice loopback
|
|
m_bVoiceLoopback = m_ConVars->GetInt( "voice_loopback", 0 ) != 0;
|
|
|
|
CBaseClient::UpdateUserSettings();
|
|
|
|
// Give entity dll a chance to look at the changes.
|
|
// Do this after CBaseClient::UpdateUserSettings() so name changes like prepending a (1)
|
|
// take effect before the server dll sees the name.
|
|
g_pServerPluginHandler->ClientSettingsChanged( edict );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A File has been received, if it's a logo, send it on to any other players who need it
|
|
// and return true, otherwise, return false
|
|
// Input : *cl -
|
|
// *filename -
|
|
// Output : Returns true on success, false on failure.
|
|
/*-----------------------------------------------------------------------------
|
|
bool CGameClient::ProcessIncomingLogo( const char *filename )
|
|
{
|
|
char crcfilename[ 512 ];
|
|
char logohex[ 16 ];
|
|
Q_binarytohex( (byte *)&logo, sizeof( logo ), logohex, sizeof( logohex ) );
|
|
|
|
Q_snprintf( crcfilename, sizeof( crcfilename ), "materials/decals/downloads/%s.vtf", logohex );
|
|
|
|
// It's not a logo file?
|
|
if ( Q_strcasecmp( filename, crcfilename ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// First, make sure crc is valid
|
|
CRC32_t check;
|
|
CRC_File( &check, crcfilename );
|
|
if ( check != logo )
|
|
{
|
|
ConMsg( "Incoming logo file didn't match player's logo CRC, ignoring\n" );
|
|
// Still note that it was a logo!
|
|
return true;
|
|
}
|
|
|
|
// Okay, looks good, see if any other players need this logo file
|
|
SV_SendLogo( check );
|
|
return true;
|
|
} */
|
|
|
|
|
|
/*
|
|
===================
|
|
SV_FullClientUpdate
|
|
|
|
sends all the info about *cl to *sb
|
|
===================
|
|
*/
|
|
|
|
bool CGameClient::IsHearingClient( int index ) const
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsHLTV() || IsReplay() )
|
|
#else
|
|
if ( IsHLTV() )
|
|
#endif
|
|
return true;
|
|
|
|
if ( index == GetPlayerSlot() )
|
|
return m_bVoiceLoopback;
|
|
|
|
CGameClient *pClient = sv.Client( index );
|
|
return pClient->m_VoiceStreams.Get( GetPlayerSlot() ) != 0;
|
|
}
|
|
|
|
bool CGameClient::IsProximityHearingClient( int index ) const
|
|
{
|
|
CGameClient *pClient = sv.Client( index );
|
|
return pClient->m_VoiceProximity.Get( GetPlayerSlot() ) != 0;
|
|
}
|
|
|
|
void CGameClient::Inactivate( void )
|
|
{
|
|
if ( edict && !edict->IsFree() )
|
|
{
|
|
m_Server->RemoveClientFromGame( this );
|
|
}
|
|
#ifndef _XBOX
|
|
if ( IsHLTV() )
|
|
{
|
|
hltv->Changelevel();
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsReplay() )
|
|
{
|
|
replay->Changelevel();
|
|
}
|
|
#endif
|
|
#endif
|
|
CBaseClient::Inactivate();
|
|
|
|
m_Sounds.Purge();
|
|
m_VoiceStreams.ClearAll();
|
|
m_VoiceProximity.ClearAll();
|
|
|
|
|
|
DeleteClientFrames( -1 ); // delete all
|
|
}
|
|
|
|
bool CGameClient::UpdateAcknowledgedFramecount(int tick)
|
|
{
|
|
// free old client frames which won't be used anymore
|
|
if ( tick != m_nDeltaTick )
|
|
{
|
|
// delta tick changed, free all frames smaller than tick
|
|
int removeTick = tick;
|
|
|
|
if ( sv_maxreplay.GetFloat() > 0 )
|
|
removeTick -= (sv_maxreplay.GetFloat() / m_Server->GetTickInterval() ); // keep a replay buffer
|
|
|
|
if ( removeTick > 0 )
|
|
{
|
|
DeleteClientFrames( removeTick );
|
|
}
|
|
}
|
|
|
|
return CBaseClient::UpdateAcknowledgedFramecount( tick );
|
|
}
|
|
|
|
|
|
|
|
void CGameClient::Clear()
|
|
{
|
|
#ifndef _XBOX
|
|
if ( m_bIsHLTV && hltv )
|
|
{
|
|
hltv->Shutdown();
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( m_bIsReplay && replay )
|
|
{
|
|
replay->Shutdown();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
CBaseClient::Clear();
|
|
|
|
// free all frames
|
|
DeleteClientFrames( -1 );
|
|
|
|
m_Sounds.Purge();
|
|
m_VoiceStreams.ClearAll();
|
|
m_VoiceProximity.ClearAll();
|
|
edict = NULL;
|
|
m_pViewEntity = NULL;
|
|
m_bVoiceLoopback = false;
|
|
m_LastMovementTick = 0;
|
|
m_nSoundSequence = 0;
|
|
#if defined( REPLAY_ENABLED )
|
|
m_flLastSaveReplayTime = host_time;
|
|
#endif
|
|
}
|
|
|
|
void CGameClient::Reconnect( void )
|
|
{
|
|
// If the client was connected before, tell the game .dll to disconnect him/her.
|
|
sv.RemoveClientFromGame( this );
|
|
|
|
CBaseClient::Reconnect();
|
|
}
|
|
|
|
void CGameClient::Disconnect( const char *fmt, ... )
|
|
{
|
|
va_list argptr;
|
|
char reason[1024];
|
|
|
|
if ( m_nSignonState == SIGNONSTATE_NONE )
|
|
return; // no recursion
|
|
|
|
va_start (argptr,fmt);
|
|
Q_vsnprintf (reason, sizeof( reason ), fmt,argptr);
|
|
va_end (argptr);
|
|
|
|
// notify other clients of player leaving the game
|
|
// send the username and network id so we don't depend on the CBasePlayer pointer
|
|
IGameEvent *event = g_GameEventManager.CreateEvent( "player_disconnect" );
|
|
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
event->SetString("reason", reason );
|
|
event->SetString("name", GetClientName() );
|
|
event->SetString("networkid", GetNetworkIDString() );
|
|
event->SetInt( "bot", m_bFakePlayer?1:0 );
|
|
g_GameEventManager.FireEvent( event );
|
|
}
|
|
|
|
m_Server->RemoveClientFromGame( this );
|
|
|
|
CBaseClient::Disconnect( "%s", reason );
|
|
}
|
|
|
|
bool CGameClient::SetSignonState(int state, int spawncount)
|
|
{
|
|
if ( state == SIGNONSTATE_CONNECTED )
|
|
{
|
|
if ( !CheckConnect() )
|
|
return false;
|
|
|
|
m_NetChannel->SetTimeout( SIGNON_TIME_OUT ); // allow 5 minutes to load map
|
|
m_NetChannel->SetFileTransmissionMode( false );
|
|
m_NetChannel->SetMaxBufferSize( true, NET_MAX_PAYLOAD );
|
|
}
|
|
else if ( state == SIGNONSTATE_NEW )
|
|
{
|
|
if ( !sv.IsMultiplayer() )
|
|
{
|
|
// local client as received and create string tables,
|
|
// now link server tables to client tables
|
|
SV_InstallClientStringTableMirrors();
|
|
}
|
|
}
|
|
else if ( state == SIGNONSTATE_FULL )
|
|
{
|
|
if ( sv.m_bLoadgame )
|
|
{
|
|
// If this game was loaded from savegame, finish restoring game now
|
|
sv.FinishRestore();
|
|
}
|
|
|
|
m_NetChannel->SetTimeout( sv_timeout.GetFloat() ); // use smaller timeout limit
|
|
m_NetChannel->SetFileTransmissionMode( true );
|
|
|
|
#ifdef _XBOX
|
|
// to save memory on the XBOX reduce reliable buffer size from 96 to 8 kB
|
|
m_NetChannel->SetMaxBufferSize( true, 8*1024 );
|
|
#endif
|
|
}
|
|
|
|
return CBaseClient::SetSignonState( state, spawncount );
|
|
}
|
|
|
|
void CGameClient::SendSound( SoundInfo_t &sound, bool isReliable )
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsFakeClient() && !IsHLTV() && !IsReplay() )
|
|
#else
|
|
if ( IsFakeClient() && !IsHLTV() )
|
|
#endif
|
|
{
|
|
return; // dont send sound messages to bots
|
|
}
|
|
|
|
// don't send sound messages while client is replay mode
|
|
if ( m_bIsInReplayMode )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// reliable sounds are send as single messages
|
|
if ( isReliable )
|
|
{
|
|
SVC_Sounds sndmsg;
|
|
char buffer[32];
|
|
|
|
m_nSoundSequence = ( m_nSoundSequence + 1 ) & SOUND_SEQNUMBER_MASK; // increase own sound sequence counter
|
|
sound.nSequenceNumber = 0; // don't transmit nSequenceNumber for reliable sounds
|
|
|
|
sndmsg.m_DataOut.StartWriting(buffer, sizeof(buffer) );
|
|
sndmsg.m_nNumSounds = 1;
|
|
sndmsg.m_bReliableSound = true;
|
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault();
|
|
|
|
sound.WriteDelta( &defaultSound, sndmsg.m_DataOut );
|
|
|
|
// send reliable sound as single message
|
|
SendNetMsg( sndmsg, true );
|
|
return;
|
|
}
|
|
|
|
sound.nSequenceNumber = m_nSoundSequence;
|
|
|
|
m_Sounds.AddToTail( sound ); // queue sounds until snapshot is send
|
|
}
|
|
|
|
void CGameClient::WriteGameSounds( bf_write &buf )
|
|
{
|
|
if ( m_Sounds.Count() <= 0 )
|
|
return;
|
|
|
|
char data[NET_MAX_PAYLOAD];
|
|
SVC_Sounds msg;
|
|
msg.m_DataOut.StartWriting( data, sizeof(data) );
|
|
|
|
int nSoundCount = FillSoundsMessage( msg );
|
|
msg.WriteToBuffer( buf );
|
|
|
|
if ( IsTracing() )
|
|
{
|
|
TraceNetworkData( buf, "Sounds [count=%d]", nSoundCount );
|
|
}
|
|
}
|
|
|
|
int CGameClient::FillSoundsMessage(SVC_Sounds &msg)
|
|
{
|
|
int i, count = m_Sounds.Count();
|
|
|
|
// send max 64 sound in multiplayer per snapshot, 255 in SP
|
|
int max = m_Server->IsMultiplayer() ? 32 : 255;
|
|
|
|
// Discard events if we have too many to signal with 8 bits
|
|
if ( count > max )
|
|
count = max;
|
|
|
|
// Nothing to send
|
|
if ( !count )
|
|
return 0;
|
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault();
|
|
SoundInfo_t *pDeltaSound = &defaultSound;
|
|
|
|
msg.m_nNumSounds = count;
|
|
msg.m_bReliableSound = false;
|
|
msg.SetReliable( false );
|
|
|
|
Assert( msg.m_DataOut.GetNumBitsLeft() > 0 );
|
|
|
|
for ( i = 0 ; i < count; i++ )
|
|
{
|
|
SoundInfo_t &sound = m_Sounds[ i ];
|
|
sound.WriteDelta( pDeltaSound, msg.m_DataOut );
|
|
pDeltaSound = &m_Sounds[ i ];
|
|
}
|
|
|
|
// remove added events from list
|
|
int remove = m_Sounds.Count() - ( count + max );
|
|
|
|
if ( remove > 0 )
|
|
{
|
|
DevMsg("Warning! Dropped %i unreliable sounds for client %s.\n" , remove, m_Name );
|
|
count+= remove;
|
|
}
|
|
|
|
if ( count > 0 )
|
|
{
|
|
m_Sounds.RemoveMultiple( 0, count );
|
|
}
|
|
|
|
Assert( m_Sounds.Count() <= max ); // keep ev_max temp ent for next update
|
|
|
|
return msg.m_nNumSounds;
|
|
}
|
|
|
|
|
|
|
|
bool CGameClient::CheckConnect( void )
|
|
{
|
|
// Allow the game dll to reject this client.
|
|
char szRejectReason[128];
|
|
Q_strncpy( szRejectReason, "Connection rejected by game\n", sizeof( szRejectReason ) );
|
|
|
|
if ( !g_pServerPluginHandler->ClientConnect( edict, m_Name, m_NetChannel->GetAddress(), szRejectReason, sizeof( szRejectReason ) ) )
|
|
{
|
|
// Reject the connection and drop the client.
|
|
Disconnect( szRejectReason, m_Name );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameClient::ActivatePlayer( void )
|
|
{
|
|
CBaseClient::ActivatePlayer();
|
|
|
|
COM_TimestampedLog( "CGameClient::ActivatePlayer -start" );
|
|
|
|
// call the spawn function
|
|
if ( !sv.m_bLoadgame )
|
|
{
|
|
g_ServerGlobalVariables.curtime = sv.GetTime();
|
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientPutInServer" );
|
|
|
|
g_pServerPluginHandler->ClientPutInServer( edict, m_Name );
|
|
}
|
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientActive" );
|
|
|
|
g_pServerPluginHandler->ClientActive( edict, sv.m_bLoadgame );
|
|
|
|
COM_TimestampedLog( "g_pServerPluginHandler->ClientSettingsChanged" );
|
|
|
|
g_pServerPluginHandler->ClientSettingsChanged( edict );
|
|
|
|
COM_TimestampedLog( "GetTestScriptMgr()->CheckPoint" );
|
|
|
|
GetTestScriptMgr()->CheckPoint( "client_connected" );
|
|
|
|
// don't send signonstate to client, client will switch to FULL as soon
|
|
// as the first full entity update packets has been received
|
|
|
|
// fire a activate event
|
|
IGameEvent *event = g_GameEventManager.CreateEvent( "player_activate" );
|
|
|
|
if ( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
g_GameEventManager.FireEvent( event );
|
|
}
|
|
|
|
COM_TimestampedLog( "CGameClient::ActivatePlayer -end" );
|
|
}
|
|
|
|
bool CGameClient::SendSignonData( void )
|
|
{
|
|
bool bClientHasdifferentTables = false;
|
|
|
|
if ( sv.m_FullSendTables.IsOverflowed() )
|
|
{
|
|
Host_Error( "Send Table signon buffer overflowed %i bytes!!!\n", sv.m_FullSendTables.GetNumBytesWritten() );
|
|
return false;
|
|
}
|
|
|
|
if ( SendTable_GetCRC() != (CRC32_t)0 )
|
|
{
|
|
bClientHasdifferentTables = m_nSendtableCRC != SendTable_GetCRC();
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if ( sv_sendtables.GetInt() == 2 )
|
|
{
|
|
// force sending class tables, for debugging
|
|
bClientHasdifferentTables = true;
|
|
}
|
|
#endif
|
|
|
|
// Write the send tables & class infos if needed
|
|
if ( bClientHasdifferentTables )
|
|
{
|
|
if ( sv_sendtables.GetBool() )
|
|
{
|
|
// send client class table descriptions so it can rebuild tables
|
|
ConDMsg("Client sent different SendTable CRC, sending full tables.\n" );
|
|
m_NetChannel->SendData( sv.m_FullSendTables );
|
|
}
|
|
else
|
|
{
|
|
Disconnect( "Server uses different class tables" );
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// use your class infos, CRC is correct
|
|
SVC_ClassInfo classmsg( true, m_Server->serverclasses );
|
|
m_NetChannel->SendNetMsg( classmsg );
|
|
}
|
|
|
|
if ( !CBaseClient::SendSignonData() )
|
|
return false;
|
|
|
|
m_nSoundSequence = 1; // reset sound sequence numbers after signon block
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CGameClient::SpawnPlayer( void )
|
|
{
|
|
// run the entrance script
|
|
if ( sv.m_bLoadgame )
|
|
{ // loaded games are fully inited already
|
|
// if this is the last client to be connected, unpause
|
|
sv.SetPaused( false );
|
|
}
|
|
else
|
|
{
|
|
// set up the edict
|
|
Assert( serverGameEnts );
|
|
serverGameEnts->FreeContainingEntity( edict );
|
|
InitializeEntityDLLFields( edict );
|
|
|
|
}
|
|
|
|
// restore default client entity and turn off replay mdoe
|
|
m_nEntityIndex = m_nClientSlot+1;
|
|
m_bIsInReplayMode = false;
|
|
|
|
// set view entity
|
|
SVC_SetView setView( m_nEntityIndex );
|
|
SendNetMsg( setView );
|
|
|
|
|
|
|
|
CBaseClient::SpawnPlayer();
|
|
|
|
// notify that the player is spawning
|
|
serverGameClients->ClientSpawned( edict );
|
|
}
|
|
|
|
CClientFrame *CGameClient::GetDeltaFrame( int nTick )
|
|
{
|
|
#ifndef _XBOX
|
|
Assert ( !IsHLTV() ); // has no ClientFrames
|
|
#if defined( REPLAY_ENABLED )
|
|
Assert ( !IsReplay() ); // has no ClientFrames
|
|
#endif
|
|
#endif
|
|
|
|
if ( m_bIsInReplayMode )
|
|
{
|
|
int followEntity;
|
|
|
|
serverGameClients->GetReplayDelay( edict, followEntity );
|
|
|
|
Assert( followEntity > 0 );
|
|
|
|
CGameClient *pFollowEntity = sv.Client( followEntity-1 );
|
|
|
|
if ( pFollowEntity )
|
|
return pFollowEntity->GetClientFrame( nTick );
|
|
}
|
|
|
|
return GetClientFrame( nTick );
|
|
}
|
|
|
|
void CGameClient::WriteViewAngleUpdate()
|
|
{
|
|
//
|
|
// send the current viewpos offset from the view entity
|
|
//
|
|
// a fixangle might get lost in a dropped packet. Oh well.
|
|
|
|
if ( IsFakeClient() )
|
|
return;
|
|
|
|
Assert( serverGameClients );
|
|
CPlayerState *pl = serverGameClients->GetPlayerState( edict );
|
|
Assert( pl );
|
|
|
|
if ( pl && pl->fixangle != FIXANGLE_NONE )
|
|
{
|
|
if ( pl->fixangle == FIXANGLE_RELATIVE )
|
|
{
|
|
SVC_FixAngle fixAngle( true, pl->anglechange );
|
|
m_NetChannel->SendNetMsg( fixAngle );
|
|
pl->anglechange.Init(); // clear
|
|
}
|
|
else
|
|
{
|
|
SVC_FixAngle fixAngle(false, pl->v_angle );
|
|
m_NetChannel->SendNetMsg( fixAngle );
|
|
}
|
|
|
|
pl->fixangle = FIXANGLE_NONE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
SV_ValidateClientCommand
|
|
|
|
Determine if passed in user command is valid.
|
|
===================
|
|
*/
|
|
bool CGameClient::IsEngineClientCommand( const CCommand &args ) const
|
|
{
|
|
if ( args.ArgC() == 0 )
|
|
return false;
|
|
|
|
for ( int i = 0; s_clcommands[i] != NULL; ++i )
|
|
{
|
|
if ( !Q_strcasecmp( args[0], s_clcommands[i] ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameClient::SendNetMsg(INetMessage &msg, bool bForceReliable)
|
|
{
|
|
#ifndef _XBOX
|
|
if ( m_bIsHLTV )
|
|
{
|
|
// pass this message to HLTV
|
|
return hltv->SendNetMsg( msg, bForceReliable );
|
|
}
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( m_bIsReplay )
|
|
{
|
|
// pass this message to replay
|
|
return replay->SendNetMsg( msg, bForceReliable );
|
|
}
|
|
#endif
|
|
#endif
|
|
return CBaseClient::SendNetMsg( msg, bForceReliable);
|
|
}
|
|
|
|
bool CGameClient::ExecuteStringCommand( const char *pCommandString )
|
|
{
|
|
// first let the baseclass handle it
|
|
if ( CBaseClient::ExecuteStringCommand( pCommandString ) )
|
|
return true;
|
|
|
|
// Determine whether the command is appropriate
|
|
CCommand args;
|
|
if ( !args.Tokenize( pCommandString ) )
|
|
return false;
|
|
|
|
if ( args.ArgC() == 0 )
|
|
return false;
|
|
|
|
if ( IsEngineClientCommand( args ) )
|
|
{
|
|
Cmd_ExecuteCommand( args, src_client, m_nClientSlot );
|
|
return true;
|
|
}
|
|
|
|
const ConCommandBase *pCommand = g_pCVar->FindCommandBase( args[ 0 ] );
|
|
if ( pCommand && pCommand->IsCommand() && pCommand->IsFlagSet( FCVAR_GAMEDLL ) )
|
|
{
|
|
// Allow cheat commands in singleplayer, debug, or multiplayer with sv_cheats on
|
|
// NOTE: Don't bother with rpt stuff; commands that matter there shouldn't have FCVAR_GAMEDLL set
|
|
if ( pCommand->IsFlagSet( FCVAR_CHEAT ) )
|
|
{
|
|
if ( sv.IsMultiplayer() && !CanCheat() )
|
|
return false;
|
|
}
|
|
|
|
if ( pCommand->IsFlagSet( FCVAR_SPONLY ) )
|
|
{
|
|
if ( sv.IsMultiplayer() )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Don't allow clients to execute commands marked as development only.
|
|
if ( pCommand->IsFlagSet( FCVAR_DEVELOPMENTONLY ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
g_pServerPluginHandler->SetCommandClient( m_nClientSlot );
|
|
Cmd_Dispatch( pCommand, args );
|
|
}
|
|
else
|
|
{
|
|
g_pServerPluginHandler->ClientCommand( edict, args ); // TODO pass client id and string
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameClient::SendSnapshot( CClientFrame * pFrame )
|
|
{
|
|
if ( m_bIsHLTV )
|
|
{
|
|
#ifndef SHARED_NET_STRING_TABLES
|
|
// copy string updates from server to hltv stringtable
|
|
networkStringTableContainerServer->DirectUpdate( GetMaxAckTickCount() );
|
|
#endif
|
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD );
|
|
|
|
// pack sounds to one message
|
|
if ( m_Sounds.Count() > 0 )
|
|
{
|
|
SVC_Sounds sounds;
|
|
sounds.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD );
|
|
|
|
FillSoundsMessage( sounds );
|
|
hltv->SendNetMsg( sounds );
|
|
}
|
|
|
|
int maxEnts = tv_transmitall.GetBool()?255:64;
|
|
hltv->WriteTempEntities( this, pFrame->GetSnapshot(), m_pLastSnapshot.GetObject(), *hltv->GetBuffer( HLTV_BUFFER_TEMPENTS ), maxEnts );
|
|
|
|
// add snapshot to HLTV server frame list
|
|
hltv->AddNewFrame( pFrame );
|
|
|
|
// remember this snapshot
|
|
m_pLastSnapshot = pFrame->GetSnapshot();
|
|
|
|
// fake acknowledgement, remove ClientFrame reference immediately
|
|
UpdateAcknowledgedFramecount( pFrame->tick_count );
|
|
|
|
return;
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( m_bIsReplay )
|
|
{
|
|
#ifndef SHARED_NET_STRING_TABLES
|
|
// copy string updates from server to replay stringtable
|
|
networkStringTableContainerServer->DirectUpdate( GetMaxAckTickCount() );
|
|
#endif
|
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD );
|
|
|
|
// pack sounds to one message
|
|
if ( m_Sounds.Count() > 0 )
|
|
{
|
|
SVC_Sounds sounds;
|
|
sounds.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD );
|
|
|
|
FillSoundsMessage( sounds );
|
|
replay->SendNetMsg( sounds );
|
|
}
|
|
|
|
int maxEnts = 255;
|
|
replay->WriteTempEntities( this, pFrame->GetSnapshot(), m_pLastSnapshot.GetObject(), *replay->GetBuffer( REPLAY_BUFFER_TEMPENTS ), maxEnts );
|
|
|
|
// add snapshot to Replay server frame list
|
|
if ( replay->AddNewFrame( pFrame ) )
|
|
{
|
|
// remember this snapshot
|
|
m_pLastSnapshot = pFrame->GetSnapshot();
|
|
|
|
// fake acknowledgement, remove ClientFrame reference immediately
|
|
UpdateAcknowledgedFramecount( pFrame->tick_count );
|
|
}
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// update client viewangles update
|
|
WriteViewAngleUpdate();
|
|
|
|
CBaseClient::SendSnapshot( pFrame );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This function contains all the logic to determine if we should send a datagram
|
|
// to a particular client
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CGameClient::ShouldSendMessages( void )
|
|
{
|
|
#ifndef _XBOX
|
|
if ( m_bIsHLTV )
|
|
{
|
|
// calc snapshot interval
|
|
int nSnapshotInterval = 1.0f / ( m_Server->GetTickInterval() * tv_snapshotrate.GetFloat() );
|
|
|
|
// I am the HLTV client, record every nSnapshotInterval tick
|
|
return ( sv.m_nTickCount >= (hltv->m_nLastTick + nSnapshotInterval) );
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( m_bIsReplay )
|
|
{
|
|
const float replay_snapshotrate = 16.0f;
|
|
|
|
// calc snapshot interval
|
|
int nSnapshotInterval = 1.0f / ( m_Server->GetTickInterval() * replay_snapshotrate );
|
|
|
|
// I am the Replay client, record every nSnapshotInterval tick
|
|
return ( sv.m_nTickCount >= (replay->m_nLastTick + nSnapshotInterval) );
|
|
}
|
|
#endif
|
|
#endif
|
|
// If sv_stressbots is true, then treat a bot more like a regular client and do deltas and such for it.
|
|
if( IsFakeClient() )
|
|
{
|
|
if ( !sv_stressbots.GetBool() )
|
|
return false;
|
|
}
|
|
|
|
return CBaseClient::ShouldSendMessages();
|
|
}
|
|
|
|
void CGameClient::FileReceived( const char *fileName, unsigned int transferID )
|
|
{
|
|
//check if file is one of our requested custom files
|
|
for ( int i=0; i<MAX_CUSTOM_FILES; i++ )
|
|
{
|
|
if ( m_nCustomFiles[i].reqID == transferID )
|
|
{
|
|
m_nFilesDownloaded++;
|
|
|
|
// broadcast update to other clients so they start downlaoding this file
|
|
m_Server->UserInfoChanged( m_nClientSlot );
|
|
return;
|
|
}
|
|
}
|
|
|
|
Msg( "CGameClient::FileReceived: %s not wanted.\n", fileName );
|
|
}
|
|
|
|
void CGameClient::FileRequested(const char *fileName, unsigned int transferID )
|
|
{
|
|
DevMsg( "File '%s' requested from client %s.\n", fileName, m_NetChannel->GetAddress() );
|
|
|
|
if ( sv_allowdownload.GetBool() )
|
|
{
|
|
m_NetChannel->SendFile( fileName, transferID );
|
|
}
|
|
else
|
|
{
|
|
m_NetChannel->DenyFile( fileName, transferID );
|
|
}
|
|
}
|
|
|
|
void CGameClient::FileDenied(const char *fileName, unsigned int transferID )
|
|
{
|
|
ConMsg( "Downloading file '%s' from client %s failed.\n", fileName, GetClientName() );
|
|
}
|
|
|
|
void CGameClient::FileSent( const char *fileName, unsigned int transferID )
|
|
{
|
|
ConMsg( "Sent file '%s' to client %s.\n", fileName, GetClientName() );
|
|
}
|
|
|
|
void CGameClient::PacketStart(int incoming_sequence, int outgoing_acknowledged)
|
|
{
|
|
// make sure m_LastMovementTick != sv.tickcount
|
|
m_LastMovementTick = ( sv.m_nTickCount - 1 );
|
|
|
|
host_client = this;
|
|
|
|
// During connection, only respond if client sends a packet
|
|
m_bReceivedPacket = true;
|
|
}
|
|
|
|
void CGameClient::PacketEnd()
|
|
{
|
|
// Fix up clock in case prediction/etc. code reset it.
|
|
g_ServerGlobalVariables.frametime = host_state.interval_per_tick;
|
|
}
|
|
|
|
void CGameClient::ConnectionClosing(const char *reason)
|
|
{
|
|
#ifndef _XBOX
|
|
SV_RedirectEnd ();
|
|
#endif
|
|
// Check for printf format tokens in this reason string. Crash exploit.
|
|
Disconnect ( (reason && !strchr( reason, '%' ) ) ? reason : "Connection closing" );
|
|
}
|
|
|
|
void CGameClient::ConnectionCrashed(const char *reason)
|
|
{
|
|
if ( m_Name[0] && IsConnected() )
|
|
{
|
|
DebuggerBreakIfDebugging_StagingOnly();
|
|
|
|
#ifndef _XBOX
|
|
SV_RedirectEnd ();
|
|
#endif
|
|
// Check for printf format tokens in this reason string. Crash exploit.
|
|
Disconnect ( (reason && !strchr( reason, '%' ) ) ? reason : "Connection lost" );
|
|
}
|
|
}
|
|
|
|
CClientFrame *CGameClient::GetSendFrame()
|
|
{
|
|
CClientFrame *pFrame = m_pCurrentFrame;
|
|
|
|
// just return if replay is disabled
|
|
if ( sv_maxreplay.GetFloat() <= 0 )
|
|
return pFrame;
|
|
|
|
int followEntity;
|
|
|
|
int delayTicks = serverGameClients->GetReplayDelay( edict, followEntity );
|
|
|
|
bool isInReplayMode = ( delayTicks > 0 );
|
|
|
|
if ( isInReplayMode != m_bIsInReplayMode )
|
|
{
|
|
// force a full update when modes are switched
|
|
m_nDeltaTick = -1;
|
|
|
|
m_bIsInReplayMode = isInReplayMode;
|
|
|
|
if ( isInReplayMode )
|
|
{
|
|
m_nEntityIndex = followEntity;
|
|
}
|
|
else
|
|
{
|
|
m_nEntityIndex = m_nClientSlot+1;
|
|
}
|
|
}
|
|
|
|
Assert( (m_nClientSlot+1 == m_nEntityIndex) || isInReplayMode );
|
|
|
|
if ( isInReplayMode )
|
|
{
|
|
CGameClient *pFollowPlayer = sv.Client( followEntity-1 );
|
|
|
|
if ( !pFollowPlayer )
|
|
return NULL;
|
|
|
|
pFrame = pFollowPlayer->GetClientFrame( sv.GetTick() - delayTicks, false );
|
|
|
|
if ( !pFrame )
|
|
return NULL;
|
|
|
|
if ( m_pLastSnapshot == pFrame->GetSnapshot() )
|
|
return NULL;
|
|
}
|
|
|
|
return pFrame;
|
|
}
|
|
|
|
bool CGameClient::IgnoreTempEntity( CEventInfo *event )
|
|
{
|
|
// in replay mode replay all temp entities
|
|
if ( m_bIsInReplayMode )
|
|
return false;
|
|
|
|
return CBaseClient::IgnoreTempEntity( event );
|
|
}
|
|
|
|
|
|
const CCheckTransmitInfo* CGameClient::GetPrevPackInfo()
|
|
{
|
|
return &m_PrevPackInfo;
|
|
}
|
|
|
|
// This code is useful for verifying that the networking of soundinfo_t stuff isn't borked.
|
|
#if 0
|
|
|
|
#include "vstdlib/random.h"
|
|
|
|
class CTestSoundInfoNetworking
|
|
{
|
|
public:
|
|
|
|
CTestSoundInfoNetworking();
|
|
|
|
void RunTest();
|
|
|
|
private:
|
|
|
|
void CreateRandomSounds( int nCount );
|
|
void CreateRandomSound( SoundInfo_t &si );
|
|
void Compare( const SoundInfo_t &s1, const SoundInfo_t &s2 );
|
|
|
|
CUtlVector< SoundInfo_t > m_Sounds;
|
|
|
|
CUtlVector< SoundInfo_t > m_Received;
|
|
};
|
|
|
|
static CTestSoundInfoNetworking g_SoundTest;
|
|
|
|
CON_COMMAND( st, "sound test" )
|
|
{
|
|
int nCount = 1;
|
|
if ( args.ArgC() >= 2 )
|
|
{
|
|
nCount = clamp( Q_atoi( args.Arg( 1 ) ), 1, 100000 );
|
|
}
|
|
|
|
for ( int i = 0 ; i < nCount; ++i )
|
|
{
|
|
if ( !( i % 100 ) && i > 0 )
|
|
{
|
|
Msg( "Running test %d %f %% done\n",
|
|
i, 100.0f * (float)i/(float)nCount );
|
|
}
|
|
g_SoundTest.RunTest();
|
|
}
|
|
}
|
|
CTestSoundInfoNetworking::CTestSoundInfoNetworking()
|
|
{
|
|
}
|
|
|
|
void CTestSoundInfoNetworking::CreateRandomSound( SoundInfo_t &si )
|
|
{
|
|
int entindex = RandomInt( 0, MAX_EDICTS - 1 );
|
|
int channel = RandomInt( 0, 7 );
|
|
int soundnum = RandomInt( 0, MAX_SOUNDS - 1 );
|
|
Vector org = RandomVector( -16383, 16383 );
|
|
Vector dir = RandomVector( -1.0f, 1.0f );
|
|
float flVolume = RandomFloat( 0.1f, 1.0f );
|
|
bool bLooping = RandomInt( 0, 100 ) < 5;
|
|
int nPitch = RandomInt( 0, 100 ) < 5 ? RandomInt( 95, 105 ) : 100;
|
|
Vector lo = RandomInt( 0, 100 ) < 5 ? RandomVector( -16383, 16383 ) : org;
|
|
int speaker = RandomInt( 0, 100 ) < 2 ? RandomInt( 0, MAX_EDICTS - 1 ) : -1;
|
|
soundlevel_t level = soundlevel_t(RandomInt( 70, 150 ));
|
|
|
|
si.Set( entindex, channel, "foo.wav", org, dir, flVolume, level, bLooping, nPitch, lo, speaker );
|
|
|
|
si.nFlags = ( 1 << RandomInt( 0, 6 ) );
|
|
si.nSoundNum = soundnum;
|
|
si.bIsSentence = RandomInt( 0, 1 );
|
|
si.bIsAmbient = RandomInt( 0, 1 );
|
|
si.fDelay = RandomInt( 0, 100 ) < 2 ? RandomFloat( -0.1, 0.1f ) : 0.0f;
|
|
}
|
|
|
|
void CTestSoundInfoNetworking::CreateRandomSounds( int nCount )
|
|
{
|
|
m_Sounds.Purge();
|
|
m_Sounds.EnsureCount( nCount );
|
|
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
SoundInfo_t &si = m_Sounds[ i ];
|
|
CreateRandomSound( si );
|
|
}
|
|
}
|
|
|
|
void CTestSoundInfoNetworking::RunTest()
|
|
{
|
|
int m_nSoundSequence = 0;
|
|
|
|
CreateRandomSounds( 512 );
|
|
|
|
SoundInfo_t defaultSound; defaultSound.SetDefault();
|
|
SoundInfo_t *pDeltaSound = &defaultSound;
|
|
|
|
SVC_Sounds msg;
|
|
|
|
char *buf = (char *)_alloca( NET_MAX_PAYLOAD );
|
|
|
|
msg.m_DataOut.StartWriting( buf, NET_MAX_PAYLOAD );
|
|
|
|
msg.m_nNumSounds = m_Sounds.Count();
|
|
msg.m_bReliableSound = false;
|
|
msg.SetReliable( false );
|
|
|
|
Assert( msg.m_DataOut.GetNumBitsLeft() > 0 );
|
|
|
|
for ( int i = 0 ; i < m_Sounds.Count(); i++ )
|
|
{
|
|
SoundInfo_t &sound = m_Sounds[ i ];
|
|
sound.WriteDelta( pDeltaSound, msg.m_DataOut );
|
|
pDeltaSound = &m_Sounds[ i ];
|
|
}
|
|
|
|
// Now read them out
|
|
defaultSound.SetDefault();
|
|
pDeltaSound = &defaultSound;
|
|
|
|
msg.m_DataIn.StartReading( buf, msg.m_DataOut.GetNumBytesWritten(), 0, msg.m_DataOut.GetNumBitsWritten() );
|
|
|
|
SoundInfo_t sound;
|
|
|
|
for ( int i=0; i<msg.m_nNumSounds; i++ )
|
|
{
|
|
sound.ReadDelta( pDeltaSound, msg.m_DataIn );
|
|
|
|
pDeltaSound = &sound; // copy delta values
|
|
|
|
if ( msg.m_bReliableSound )
|
|
{
|
|
// client is incrementing the reliable sequence numbers itself
|
|
m_nSoundSequence = ( m_nSoundSequence + 1 ) & SOUND_SEQNUMBER_MASK;
|
|
|
|
Assert ( sound.nSequenceNumber == 0 );
|
|
|
|
sound.nSequenceNumber = m_nSoundSequence;
|
|
}
|
|
|
|
// Add no ambient sounds to sorted queue, will be processed after packet has been completly parsed
|
|
// CL_AddSound( sound );
|
|
m_Received.AddToTail( sound );
|
|
}
|
|
|
|
|
|
// Now validate them
|
|
for ( int i = 0 ; i < msg.m_nNumSounds; ++i )
|
|
{
|
|
SoundInfo_t &server = m_Sounds[ i ];
|
|
SoundInfo_t &client = m_Received[ i ];
|
|
|
|
Compare( server, client );
|
|
}
|
|
|
|
m_Sounds.Purge();
|
|
m_Received.Purge();
|
|
}
|
|
|
|
void CTestSoundInfoNetworking::Compare( const SoundInfo_t &s1, const SoundInfo_t &s2 )
|
|
{
|
|
bool bSndStop = s2.nFlags == SND_STOP;
|
|
|
|
if ( !bSndStop && s1.nSequenceNumber != s2.nSequenceNumber )
|
|
{
|
|
Msg( "seq number mismatch %d %d\n", s1.nSequenceNumber, s2.nSequenceNumber );
|
|
}
|
|
|
|
|
|
if ( s1.nEntityIndex != s2.nEntityIndex )
|
|
{
|
|
Msg( "ent mismatch %d %d\n", s1.nEntityIndex, s2.nEntityIndex );
|
|
}
|
|
|
|
if ( s1.nChannel != s2.nChannel )
|
|
{
|
|
Msg( "channel mismatch %d %d\n", s1.nChannel, s2.nChannel );
|
|
}
|
|
|
|
Vector d;
|
|
|
|
d = s1.vOrigin - s2.vOrigin;
|
|
|
|
if ( !bSndStop && d.Length() > 32.0f )
|
|
{
|
|
Msg( "origin mismatch [%f] (%f %f %f) != (%f %f %f)\n", d.Length(), s1.vOrigin.x, s1.vOrigin.y, s1.vOrigin.z, s2.vOrigin.x, s2.vOrigin.y, s2.vOrigin.z );
|
|
}
|
|
|
|
// Vector vDirection;
|
|
float delta = fabs( s1.fVolume - s2.fVolume );
|
|
|
|
if ( !bSndStop && delta > 1.0f )
|
|
{
|
|
Msg( "vol mismatch %f %f\n", s1.fVolume, s2.fVolume );
|
|
}
|
|
|
|
|
|
if ( !bSndStop && s1.Soundlevel != s2.Soundlevel )
|
|
{
|
|
Msg( "sndlvl mismatch %d %d\n", s1.Soundlevel, s2.Soundlevel );
|
|
}
|
|
|
|
// bLooping;
|
|
|
|
if ( s1.bIsSentence != s2.bIsSentence )
|
|
{
|
|
Msg( "sentence mismatch %d %d\n", s1.bIsSentence ? 1 : 0, s2.bIsSentence ? 1 : 0 );
|
|
}
|
|
if ( s1.bIsAmbient != s2.bIsAmbient )
|
|
{
|
|
Msg( "ambient mismatch %d %d\n", s1.bIsAmbient ? 1 : 0, s2.bIsAmbient ? 1 : 0 );
|
|
}
|
|
|
|
if ( !bSndStop && s1.nPitch != s2.nPitch )
|
|
{
|
|
Msg( "pitch mismatch %d %d\n", s1.nPitch, s2.nPitch );
|
|
}
|
|
|
|
if ( !bSndStop && s1.nSpecialDSP != s2.nSpecialDSP )
|
|
{
|
|
Msg( "special dsp mismatch %d %d\n", s1.nSpecialDSP, s2.nSpecialDSP );
|
|
}
|
|
|
|
// Vector vListenerOrigin;
|
|
|
|
if ( s1.nFlags != s2.nFlags )
|
|
{
|
|
Msg( "flags mismatch %d %d\n", s1.nFlags, s2.nFlags );
|
|
}
|
|
|
|
if ( s1.nSoundNum != s2.nSoundNum )
|
|
{
|
|
Msg( "soundnum mismatch %d %d\n", s1.nSoundNum, s2.nSoundNum );
|
|
}
|
|
|
|
delta = fabs( s1.fDelay - s2.fDelay );
|
|
|
|
if ( !bSndStop && delta > 0.020f )
|
|
{
|
|
Msg( "delay mismatch %f %f\n", s1.fDelay, s2.fDelay );
|
|
}
|
|
|
|
|
|
if ( !bSndStop && s1.nSpeakerEntity != s2.nSpeakerEntity )
|
|
{
|
|
Msg( "speakerentity mismatch %d %d\n", s1.nSpeakerEntity, s2.nSpeakerEntity );
|
|
}
|
|
}
|
|
|
|
#endif
|