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