/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !( ent->r.svFlags & SVF_BOT ) && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } } // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/* =========== PlayerConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the player should be allowed, otherwise return a string with the reason for denial. Otherwise, the player will be sent the current gamestate and will eventually get to PlayerBegin. firstTime will be qtrue the very first time a player connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *PlayerConnect( int playerNum, qboolean firstTime, qboolean isBot, int connectionNum, int localPlayerNum ) { char *value; // char *areabits; gplayer_t *player; char userinfo[MAX_INFO_STRING]; gentity_t *ent; qboolean firstConnectionPlayer; ent = &g_entities[ playerNum ]; trap_GetUserinfo( playerNum, userinfo, sizeof( userinfo ) ); // Check if it's the first player on the client (i.e. not a splitscreen player) firstConnectionPlayer = ( level.connections[connectionNum].numLocalPlayers == 0 ); if ( firstConnectionPlayer ) { // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !isBot && (strcmp(value, "localhost") != 0) ) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } } } else { // Don't allow splitscreen players in single player. if ( g_singlePlayer.integer ) { return "Splitscreen not allowed in single player."; } } // if a player reconnects quickly after a disconnect, the player disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active player: %i\n", playerNum); // so lets just fix up anything that should happen on a disconnect PlayerDisconnect(playerNum); } // they can connect ent->player = level.players + playerNum; player = ent->player; // areabits = player->areabits; memset( player, 0, sizeof(*player) ); player->pers.connected = CON_CONNECTING; player->pers.initialSpawn = qtrue; // update player connection info level.connections[connectionNum].numLocalPlayers++; level.connections[connectionNum].localPlayerNums[localPlayerNum] = playerNum; player->pers.connectionNum = connectionNum; player->pers.localPlayerNum = localPlayerNum; // check for local client value = Info_ValueForKey( userinfo, "ip" ); if ( !strcmp( value, "localhost" ) ) { player->pers.localClient = qtrue; } if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( playerNum, !firstTime ) ) { return "BotConnectfailed"; } } // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( player, userinfo ); } G_ReadSessionData( player ); // get and distribute relevent paramters G_LogPrintf( "PlayerConnect: %i\n", playerNum ); PlayerUserinfoChanged( playerNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { if ( firstConnectionPlayer ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", player->pers.netname) ); } else { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " dropped in\n\"", player->pers.netname) ); } } // count current players and rank for scoreboard CalculateRanks(); // for statistics // player->areabits = areabits; // if ( !player->areabits ) // player->areabits = trap_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8, NULL ); return NULL; }
qboolean G_AddBot ( gentity_t *ent ) { int numbots; int n; int i; int clientNum = -1; gentity_t *e; char botName[ MAX_NETNAME ]; char challenge[ MAX_STRING_TOKENS ]; if( gi.Argc() <= 1 ) { gi.Printf( "Usage: addbot [numbots] [optional botname]\n" ); return qfalse; } numbots = atoi( gi.Argv( 1 ) ); if( numbots <= 0 || numbots > maxbots->integer ) { gi.Printf( "addbot must be between 1-%d\n", maxbots->integer ); return qfalse; } for( n = 0; n < numbots; n++ ) { for( i = maxclients->integer; i < game.maxclients; i++ ) { e = &g_entities[ i ]; if( !e->inuse && e->client ) { clientNum = i; break; } } if( clientNum == -1 ) { gi.Printf( "No free slot for a bot\n" ); return qfalse; } if( gi.Argc() > 2 ) { Q_strncpyz( botName, gi.Argv( 2 ), sizeof( botName ) ); } else { sprintf( botName, "bot%d", clientNum - maxclients->integer + 1 ); } sprintf( challenge, "%d", clientNum - maxclients->integer + 1 ); e->s.clientNum = clientNum; e->s.number = clientNum; Info_SetValueForKey( e->client->pers.userinfo, "name", botName ); Info_SetValueForKey( e->client->pers.userinfo, "dm_playermodel", "allied_pilot" ); Info_SetValueForKey( e->client->pers.userinfo, "dm_playergermanmodel", "german_afrika_officer" ); Info_SetValueForKey( e->client->pers.userinfo, "fov", "80" ); Info_SetValueForKey( e->client->pers.userinfo, "protocol", "8" ); Info_SetValueForKey( e->client->pers.userinfo, "ip", "0.0.0.0" ); Info_SetValueForKey( e->client->pers.userinfo, "qport", "0" ); Info_SetValueForKey( e->client->pers.userinfo, "challenge", challenge ); Info_SetValueForKey( e->client->pers.userinfo, "snaps", "1" ); Info_SetValueForKey( e->client->pers.userinfo, "rate", "1" ); Info_SetValueForKey( e->client->pers.userinfo, "dmprimary", "smg" ); G_BotConnect( clientNum ); if( !firstBot ) firstBot = e; G_BotBegin( e ); e->entity->PostEvent( EV_Player_AutoJoinDMTeam, level.frametime ); Event *ev = new Event( EV_Player_PrimaryDMWeapon ); ev->AddString( "smg" ); e->entity->PostEvent( ev, level.frametime ); } return qtrue; }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; gentity_t *te; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "Banned."; } if ( !( ent->r.svFlags & SVF_BOT ) && !isBot && g_needpass.integer ) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { static char sTemp[1024]; Q_strncpyz(sTemp, G_GetStripEdString("SVINGAME","INVALID_PASSWORD"), sizeof (sTemp) ); return sTemp;// return "Invalid password"; } } // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); memset( &bootSession[clientNum], 0, sizeof(bootSession[clientNum]) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo, isBot ); } G_ReadSessionData( client ); if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLCONNECT")) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); te = G_TempEntity( vec3_origin, EV_CLIENTJOIN ); te->r.svFlags |= SVF_BROADCAST; te->s.eventParm = clientNum; // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect(int clientNum, qboolean firstTime, qboolean isBot) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; char reason[MAX_STRING_CHARS] = ""; gentity_t *ent; ent = &g_entities[clientNum]; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); trap_LoadPlayerWeapons(clientNum, rr_weaponsAllowed.string); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey(userinfo, "ip"); if(G_FilterPacket(value)) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if(!isBot && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey(userinfo, "password"); if(g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0) { return "Invalid password"; } } #ifdef G_LUA // Lua API callbacks (check with Lua scripts) if(G_LuaHook_ClientConnect(clientNum, firstTime, isBot, reason)) { return "Connection Rejected by lua module."; } #endif // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset(client, 0, sizeof(*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if(firstTime || level.newSession) { G_InitSessionData(client, userinfo); } G_ReadSessionData(client); // Tr3B: add SVF_CAPSULE to players so we can trace against the rotated capsules // in the server entity tracing code SV_ClipToEntity // FIXME UPDATE: this seems to break the box traces against the player capsules by entities like rockets // it should be a bug in CM_TraceBoundingBoxThroughCapsule //ent->r.svFlags |= SVF_CAPSULE; if(isBot) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; #if defined(BRAINWORKS) if(!G_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } #elif defined(ACEBOT) if(!ACESP_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } #else return "BotConnectfailed"; #endif } // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i\n", clientNum); ClientUserinfoChanged(clientNum); // don't do the "xxx connected" messages if they were caried over from previous level if(firstTime) { trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname)); } if(g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR) { BroadcastTeamChange(client, -1); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/** Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. */ char *ClientConnect(int clientNum, qboolean firstTime, qboolean isBot) { char name[MAX_NETNAME]; char *value, *nameError; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); if (G_BanCheck(userinfo)) { return "You are banned from this server."; } value = Info_ValueForKey(userinfo, "ip"); nameError = Info_ValueForKey(userinfo, "name"); nameError = ClientCleanName(nameError, name, sizeof name); // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if (!isBot && strcmp(value, "localhost")) { // check for invalid player name if (nameError) { return nameError; } // check for a password value = Info_ValueForKey (userinfo, "password"); if (g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0) { return "Invalid password"; } } // if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum); // so lets just fix up anything that should happen on a disconnect ClientDisconnect(clientNum); } // they can connect ent->client = level.clients + clientNum; client = ent->client; memset(client, 0, sizeof(*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if (firstTime || level.newSession) { G_InitSessionData(client, userinfo); } G_ReadSessionData(client); if (isBot) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if (!G_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } } // don't do the "xxx connected" messages if they were caried over from previous level if (firstTime) { ClientScreenPrint(NULL, "%s ^7connected", name); } // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i\n", clientNum); ClientUserinfoChanged(clientNum); if (g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR) { LogTeamChange(client, -1); } // count current clients and rank for scoreboard CalculateRanks(); return NULL; }