ref: c05151aa1b7ac81866cf937c973e7038035dfe53
dir: /server/sv_main.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "server.h" netadr_t master_adr[MAX_MASTERS]; // address of group servers client_t *sv_client; // current client cvar_t *sv_paused; cvar_t *sv_timedemo; cvar_t *sv_enforcetime; cvar_t *timeout; // seconds without any message cvar_t *zombietime; // seconds to sink messages after disconnect cvar_t *rcon_password; // password for remote server commands cvar_t *allow_download; cvar_t *allow_download_players; cvar_t *allow_download_models; cvar_t *allow_download_sounds; cvar_t *allow_download_maps; cvar_t *sv_airaccelerate; cvar_t *sv_noreload; // don't reload level state when reentering cvar_t *maxclients; // FIXME: rename sv_maxclients cvar_t *sv_showclamp; cvar_t *hostname; cvar_t *public_server; // should heartbeats be sent cvar_t *sv_reconnect_limit; // minimum seconds between connect messages void Master_Shutdown (void); //============================================================================ /* ===================== SV_DropClient Called when the player is totally leaving the server, either willingly or unwillingly. This is NOT called if the entire server is quiting or crashing. ===================== */ void SV_DropClient (client_t *drop) { // add the disconnect MSG_WriteByte (&drop->netchan.message, svc_disconnect); if (drop->state == cs_spawned) { // call the prog function for removing a client // this will remove the body, among other things ge->ClientDisconnect (drop->edict); } if (drop->download) { FS_FreeFile (drop->download); drop->download = NULL; } drop->state = cs_zombie; // become free in a few seconds drop->name[0] = 0; } /* ============================================================================== CONNECTIONLESS COMMANDS ============================================================================== */ /* =============== SV_StatusString Builds the string that is sent as heartbeats and status replies =============== */ char *SV_StatusString (void) { char player[1024]; static char status[MAX_MSGLEN - 16]; int i; client_t *cl; int statusLength; int playerLength; strcpy (status, Cvar_Serverinfo()); strcat (status, "\n"); statusLength = strlen(status); for (i=0 ; i<maxclients->value ; i++) { cl = &svs.clients[i]; if (cl->state == cs_connected || cl->state == cs_spawned ) { Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n", cl->edict->client->ps.stats[STAT_FRAGS], cl->ping, cl->name); playerLength = strlen(player); if (statusLength + playerLength >= sizeof(status) ) break; // can't hold any more strcpy (status + statusLength, player); statusLength += playerLength; } } return status; } /* ================ SVC_Status Responds with all the info that qplug or qspy can see ================ */ void SVC_Status (void) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "print\n%s", SV_StatusString()); #if 0 Com_BeginRedirect (RD_PACKET, sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect); Com_Printf (SV_StatusString()); Com_EndRedirect (); #endif } /* ================ SVC_Ack ================ */ void SVC_Ack (void) { Com_Printf ("Ping acknowledge from %s\n", NET_AdrToString(net_from)); } /* ================ SVC_Info Responds with short info for broadcast scans The second parameter should be the current protocol version number. ================ */ void SVC_Info (void) { char string[64]; int i, count; int version; if (maxclients->value == 1) return; // ignore in single player version = atoi (Cmd_Argv(1)); if (version != PROTOCOL_VERSION) Com_sprintf (string, sizeof(string), "%s: wrong version\n", hostname->string, sizeof(string)); else { count = 0; for (i=0 ; i<maxclients->value ; i++) if (svs.clients[i].state >= cs_connected) count++; Com_sprintf (string, sizeof(string), "%16s %8s %2i/%2i\n", hostname->string, sv.name, count, (int)maxclients->value); } Netchan_OutOfBandPrint (NS_SERVER, net_from, "info\n%s", string); } /* ================ SVC_Ping Just responds with an acknowledgement ================ */ void SVC_Ping (void) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "ack"); } /* ================= SVC_GetChallenge Returns a challenge number that can be used in a subsequent client_connect command. We do this to prevent denial of service attacks that flood the server with invalid connection IPs. With a challenge, they must give a valid IP address. ================= */ void SVC_GetChallenge (void) { int i; int oldest; int oldestTime; oldest = 0; oldestTime = 0x7fffffff; // see if we already have a challenge for this ip for (i = 0 ; i < MAX_CHALLENGES ; i++) { if (NET_CompareBaseAdr (net_from, svs.challenges[i].adr)) break; if (svs.challenges[i].time < oldestTime) { oldestTime = svs.challenges[i].time; oldest = i; } } if (i == MAX_CHALLENGES) { // overwrite the oldest svs.challenges[oldest].challenge = rand() & 0x7fff; svs.challenges[oldest].adr = net_from; svs.challenges[oldest].time = curtime; i = oldest; } // send it back Netchan_OutOfBandPrint (NS_SERVER, net_from, "challenge %i", svs.challenges[i].challenge); } /* ================== SVC_DirectConnect A connection request that did not come from the master ================== */ void SVC_DirectConnect (void) { char userinfo[MAX_INFO_STRING]; netadr_t adr; int i; client_t *cl, *newcl; client_t temp; edict_t *ent; int edictnum; int version; int qport; int challenge; adr = net_from; Com_DPrintf ("SVC_DirectConnect ()\n"); version = atoi(Cmd_Argv(1)); if (version != PROTOCOL_VERSION) { Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nServer is version %4.2f.\n", VERSION); Com_DPrintf (" rejected connect from version %i\n", version); return; } qport = atoi(Cmd_Argv(2)); challenge = atoi(Cmd_Argv(3)); strncpy (userinfo, Cmd_Argv(4), sizeof(userinfo)-1); userinfo[sizeof(userinfo) - 1] = 0; // force the IP key/value pair so the game can filter based on ip Info_SetValueForKey (userinfo, "ip", NET_AdrToString(net_from)); // attractloop servers are ONLY for local clients if (sv.attractloop) { if (!NET_IsLocalAddress (adr)) { Com_Printf ("Remote connect in attract loop. Ignored.\n"); Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nConnection refused.\n"); return; } } // see if the challenge is valid if (!NET_IsLocalAddress (adr)) { for (i=0 ; i<MAX_CHALLENGES ; i++) { if (NET_CompareBaseAdr (net_from, svs.challenges[i].adr)) { if (challenge == svs.challenges[i].challenge) break; // good Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nBad challenge.\n"); return; } } if (i == MAX_CHALLENGES) { Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nNo challenge for address.\n"); return; } } newcl = &temp; memset (newcl, 0, sizeof(client_t)); // if there is already a slot for this ip, reuse it for (i=0,cl=svs.clients ; i<maxclients->value ; i++,cl++) { if (cl->state == cs_free) continue; if (NET_CompareBaseAdr (adr, cl->netchan.remote_address) && ( cl->netchan.qport == qport || adr.port == cl->netchan.remote_address.port ) ) { if (!NET_IsLocalAddress (adr) && (svs.realtime - cl->lastconnect) < ((int)sv_reconnect_limit->value * 1000)) { Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (adr)); return; } Com_Printf ("%s:reconnect\n", NET_AdrToString (adr)); newcl = cl; goto gotnewcl; } } // find a client slot newcl = NULL; for (i=0,cl=svs.clients ; i<maxclients->value ; i++,cl++) { if (cl->state == cs_free) { newcl = cl; break; } } if (!newcl) { Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nServer is full.\n"); Com_DPrintf ("Rejected a connection.\n"); return; } gotnewcl: // build a new connection // accept the new client // this is the only place a client_t is ever initialized *newcl = temp; sv_client = newcl; edictnum = (newcl-svs.clients)+1; ent = EDICT_NUM(edictnum); newcl->edict = ent; newcl->challenge = challenge; // save challenge for checksumming // get the game a chance to reject this connection or modify the userinfo if (!(ge->ClientConnect (ent, userinfo))) { if (*Info_ValueForKey (userinfo, "rejmsg")) Netchan_OutOfBandPrint (NS_SERVER, adr, "print\n%s\nConnection refused.\n", Info_ValueForKey (userinfo, "rejmsg")); else Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nConnection refused.\n" ); Com_DPrintf ("Game rejected a connection.\n"); return; } // parse some info from the info strings strncpy (newcl->userinfo, userinfo, sizeof(newcl->userinfo)-1); SV_UserinfoChanged (newcl); // send the connect packet to the client Netchan_OutOfBandPrint (NS_SERVER, adr, "client_connect"); Netchan_Setup (NS_SERVER, &newcl->netchan , adr, qport); newcl->state = cs_connected; SZ_Init (&newcl->datagram, newcl->datagram_buf, sizeof(newcl->datagram_buf) ); newcl->datagram.allowoverflow = true; newcl->lastmessage = svs.realtime; // don't timeout newcl->lastconnect = svs.realtime; } int Rcon_Validate (void) { if (!strlen (rcon_password->string)) return 0; if (strcmp (Cmd_Argv(1), rcon_password->string) ) return 0; return 1; } /* =============== SVC_RemoteCommand A client issued an rcon command. Shift down the remaining args Redirect all printfs =============== */ void SVC_RemoteCommand (void) { int i; char remaining[1024]; i = Rcon_Validate (); if (i == 0) Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (net_from), net_message.data+4); else Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (net_from), net_message.data+4); Com_BeginRedirect (RD_PACKET, sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect); if (!Rcon_Validate ()) { Com_Printf ("Bad rcon_password.\n"); } else { remaining[0] = 0; for (i=2 ; i<Cmd_Argc() ; i++) { strcat (remaining, Cmd_Argv(i) ); strcat (remaining, " "); } Cmd_ExecuteString (remaining); } Com_EndRedirect (); } /* ================= SV_ConnectionlessPacket A connectionless packet has four leading 0xff characters to distinguish it from a game channel. Clients that are in the game can still send connectionless packets. ================= */ void SV_ConnectionlessPacket (void) { char *s; char *c; MSG_BeginReading (&net_message); MSG_ReadLong (&net_message); // skip the -1 marker s = MSG_ReadStringLine (&net_message); Cmd_TokenizeString (s, false); c = Cmd_Argv(0); Com_DPrintf ("Packet %s : %s\n", NET_AdrToString(net_from), c); if (!strcmp(c, "ping")) SVC_Ping (); else if (!strcmp(c, "ack")) SVC_Ack (); else if (!strcmp(c,"status")) SVC_Status (); else if (!strcmp(c,"info")) SVC_Info (); else if (!strcmp(c,"getchallenge")) SVC_GetChallenge (); else if (!strcmp(c,"connect")) SVC_DirectConnect (); else if (!strcmp(c, "rcon")) SVC_RemoteCommand (); else Com_Printf ("bad connectionless packet from %s:\n%s\n" , NET_AdrToString (net_from), s); } //============================================================================ /* =================== SV_CalcPings Updates the cl->ping variables =================== */ void SV_CalcPings (void) { int i, j; client_t *cl; int total, count; for (i=0 ; i<maxclients->value ; i++) { cl = &svs.clients[i]; if (cl->state != cs_spawned ) continue; #if 0 if (cl->lastframe > 0) cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = sv.framenum - cl->lastframe + 1; else cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = 0; #endif total = 0; count = 0; for (j=0 ; j<LATENCY_COUNTS ; j++) { if (cl->frame_latency[j] > 0) { count++; total += cl->frame_latency[j]; } } if (!count) cl->ping = 0; else #if 0 cl->ping = total*100/count - 100; #else cl->ping = total / count; #endif // let the game dll know about the ping cl->edict->client->ping = cl->ping; } } /* =================== SV_GiveMsec Every few frames, gives all clients an allotment of milliseconds for their command moves. If they exceed it, assume cheating. =================== */ void SV_GiveMsec (void) { int i; client_t *cl; if (sv.framenum & 15) return; for (i=0 ; i<maxclients->value ; i++) { cl = &svs.clients[i]; if (cl->state == cs_free ) continue; cl->commandMsec = 1800; // 1600 + some slop } } /* ================= SV_ReadPackets ================= */ void SV_ReadPackets (void) { int i; client_t *cl; int qport; while (NET_GetPacket (NS_SERVER, &net_from, &net_message)) { // check for connectionless packet (0xffffffff) first if (*(int *)net_message.data == -1) { SV_ConnectionlessPacket (); continue; } // read the qport out of the message so we can fix up // stupid address translating routers MSG_BeginReading (&net_message); MSG_ReadLong (&net_message); // sequence number MSG_ReadLong (&net_message); // sequence number qport = MSG_ReadShort (&net_message) & 0xffff; // check for packets from connected clients for (i=0, cl=svs.clients ; i<maxclients->value ; i++,cl++) { if (cl->state == cs_free) continue; if (!NET_CompareBaseAdr (net_from, cl->netchan.remote_address)) continue; if (cl->netchan.qport != qport) continue; if (cl->netchan.remote_address.port != net_from.port) { Com_Printf ("SV_ReadPackets: fixing up a translated port\n"); cl->netchan.remote_address.port = net_from.port; } if (Netchan_Process(&cl->netchan, &net_message)) { // this is a valid, sequenced packet, so process it if (cl->state != cs_zombie) { cl->lastmessage = svs.realtime; // don't timeout SV_ExecuteClientMessage (cl); } } break; } if (i != maxclients->value) continue; } } /* ================== SV_CheckTimeouts If a packet has not been received from a client for timeout->value seconds, drop the conneciton. Server frames are used instead of realtime to avoid dropping the local client while debugging. When a client is normally dropped, the client_t goes into a zombie state for a few seconds to make sure any final reliable message gets resent if necessary ================== */ void SV_CheckTimeouts (void) { int i; client_t *cl; int droppoint; int zombiepoint; droppoint = svs.realtime - 1000*timeout->value; zombiepoint = svs.realtime - 1000*zombietime->value; for (i=0,cl=svs.clients ; i<maxclients->value ; i++,cl++) { // message times may be wrong across a changelevel if (cl->lastmessage > svs.realtime) cl->lastmessage = svs.realtime; if (cl->state == cs_zombie && cl->lastmessage < zombiepoint) { cl->state = cs_free; // can now be reused continue; } if ( (cl->state == cs_connected || cl->state == cs_spawned) && cl->lastmessage < droppoint) { SV_BroadcastPrintf (PRINT_HIGH, "%s timed out\n", cl->name); SV_DropClient (cl); cl->state = cs_free; // don't bother with zombie state } } } /* ================ SV_PrepWorldFrame This has to be done before the world logic, because player processing happens outside RunWorldFrame ================ */ void SV_PrepWorldFrame (void) { edict_t *ent; int i; for (i=0 ; i<ge->num_edicts ; i++, ent++) { ent = EDICT_NUM(i); // events only last for a single message ent->s.event = 0; } } /* ================= SV_RunGameFrame ================= */ void SV_RunGameFrame (void) { if (host_speeds->value) time_before_game = Sys_Milliseconds (); // we always need to bump framenum, even if we // don't run the world, otherwise the delta // compression can get confused when a client // has the "current" frame sv.framenum++; sv.time = sv.framenum*100; // don't run if paused if (!sv_paused->value || maxclients->value > 1) { ge->RunFrame (); // never get more than one tic behind if (sv.time < svs.realtime) { if (sv_showclamp->value) Com_Printf ("sv highclamp\n"); svs.realtime = sv.time; } } if (host_speeds->value) time_after_game = Sys_Milliseconds (); } /* ================== SV_Frame ================== */ void SV_Frame (int msec) { time_before_game = time_after_game = 0; // if server is not active, do nothing if (!svs.initialized) return; svs.realtime += msec; // keep the random time dependent rand (); // check timeouts SV_CheckTimeouts (); // get packets from clients SV_ReadPackets (); // move autonomous things around if enough time has passed if (!sv_timedemo->value && svs.realtime < sv.time) { // never let the time get too far off if (sv.time - svs.realtime > 100) { if (sv_showclamp->value) Com_Printf ("sv lowclamp\n"); svs.realtime = sv.time - 100; } NET_Sleep(sv.time - svs.realtime); return; } // update ping based on the last known frame from all clients SV_CalcPings (); // give the clients some timeslices SV_GiveMsec (); // let everything in the world think and move SV_RunGameFrame (); // send messages back to the clients that had packets read this frame SV_SendClientMessages (); // save the entire world state if recording a serverdemo SV_RecordDemoMessage (); // send a heartbeat to the master if needed Master_Heartbeat (); // clear teleport flags, etc for next frame SV_PrepWorldFrame (); } //============================================================================ /* ================ Master_Heartbeat Send a message to the master every few minutes to let it know we are alive, and log information ================ */ #define HEARTBEAT_SECONDS 300 void Master_Heartbeat (void) { char *string; int i; if (!dedicated->value) return; // only dedicated servers send heartbeats if (!public_server->value) return; // a private dedicated game // check for time wraparound if (svs.last_heartbeat > svs.realtime) svs.last_heartbeat = svs.realtime; if (svs.realtime - svs.last_heartbeat < HEARTBEAT_SECONDS*1000) return; // not time to send yet svs.last_heartbeat = svs.realtime; // send the same string that we would give for a status OOB command string = SV_StatusString(); // send to group master for (i=0 ; i<MAX_MASTERS ; i++) if (master_adr[i].port) { Com_Printf ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i])); Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "heartbeat\n%s", string); } } /* ================= Master_Shutdown Informs all masters that this server is going down ================= */ void Master_Shutdown (void) { int i; if (!dedicated->value) return; // only dedicated servers send heartbeats if (!public_server->value) return; // a private dedicated game // send to group master for (i=0 ; i<MAX_MASTERS ; i++) if (master_adr[i].port) { if (i > 0) Com_Printf ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i])); Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "shutdown"); } } //============================================================================ /* ================= SV_UserinfoChanged Pull specific info from a newly changed userinfo string into a more C freindly form. ================= */ void SV_UserinfoChanged (client_t *cl) { char *val; int i; // call prog code to allow overrides ge->ClientUserinfoChanged (cl->edict, cl->userinfo); // name for C code strncpy (cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name)-1); // mask off high bit for (i=0 ; i<sizeof(cl->name) ; i++) cl->name[i] &= 127; // rate command val = Info_ValueForKey (cl->userinfo, "rate"); if (strlen(val)) { i = atoi(val); cl->rate = i; if (cl->rate < 100) cl->rate = 100; if (cl->rate > 15000) cl->rate = 15000; } else cl->rate = 5000; // msg command val = Info_ValueForKey (cl->userinfo, "msg"); if (strlen(val)) { cl->messagelevel = atoi(val); } } //============================================================================ /* =============== SV_Init Only called at quake2.exe startup, not for each game =============== */ void SV_Init (void) { SV_InitOperatorCommands (); rcon_password = Cvar_Get ("rcon_password", "", 0); Cvar_Get ("skill", "1", 0); Cvar_Get ("deathmatch", "0", CVAR_LATCH); Cvar_Get ("coop", "0", CVAR_LATCH); Cvar_Get ("dmflags", va("%i", DF_INSTANT_ITEMS), CVAR_SERVERINFO); Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO); Cvar_Get ("timelimit", "0", CVAR_SERVERINFO); Cvar_Get ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH); Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO|CVAR_NOSET);; maxclients = Cvar_Get ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH); hostname = Cvar_Get ("hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE); timeout = Cvar_Get ("timeout", "125", 0); zombietime = Cvar_Get ("zombietime", "2", 0); sv_showclamp = Cvar_Get ("showclamp", "0", 0); sv_paused = Cvar_Get ("paused", "0", 0); sv_timedemo = Cvar_Get ("timedemo", "0", 0); sv_enforcetime = Cvar_Get ("sv_enforcetime", "0", 0); allow_download = Cvar_Get ("allow_download", "0", CVAR_ARCHIVE); allow_download_players = Cvar_Get ("allow_download_players", "0", CVAR_ARCHIVE); allow_download_models = Cvar_Get ("allow_download_models", "1", CVAR_ARCHIVE); allow_download_sounds = Cvar_Get ("allow_download_sounds", "1", CVAR_ARCHIVE); allow_download_maps = Cvar_Get ("allow_download_maps", "1", CVAR_ARCHIVE); sv_noreload = Cvar_Get ("sv_noreload", "0", 0); sv_airaccelerate = Cvar_Get("sv_airaccelerate", "0", CVAR_LATCH); public_server = Cvar_Get ("public", "0", 0); sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE); SZ_Init (&net_message, net_message_buffer, sizeof(net_message_buffer)); } /* ================== SV_FinalMessage Used by SV_Shutdown to send a final message to all connected clients before the server goes down. The messages are sent immediately, not just stuck on the outgoing message list, because the server is going to totally exit after returning from this function. ================== */ void SV_FinalMessage (char *message, qboolean reconnect) { int i; client_t *cl; SZ_Clear (&net_message); MSG_WriteByte (&net_message, svc_print); MSG_WriteByte (&net_message, PRINT_HIGH); MSG_WriteString (&net_message, message); if (reconnect) MSG_WriteByte (&net_message, svc_reconnect); else MSG_WriteByte (&net_message, svc_disconnect); // send it twice // stagger the packets to crutch operating system limited buffers for (i=0, cl = svs.clients ; i<maxclients->value ; i++, cl++) if (cl->state >= cs_connected) Netchan_Transmit (&cl->netchan, net_message.cursize , net_message.data); for (i=0, cl = svs.clients ; i<maxclients->value ; i++, cl++) if (cl->state >= cs_connected) Netchan_Transmit (&cl->netchan, net_message.cursize , net_message.data); } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown (char *finalmsg, qboolean reconnect) { if (svs.clients) SV_FinalMessage (finalmsg, reconnect); Master_Shutdown (); SV_ShutdownGameProgs (); // free current level if (sv.demofile) fclose (sv.demofile); memset (&sv, 0, sizeof(sv)); Com_SetServerState (sv.state); // free server static data if (svs.clients) Z_Free (svs.clients); if (svs.client_entities) Z_Free (svs.client_entities); if (svs.demofile) fclose (svs.demofile); memset (&svs, 0, sizeof(svs)); }