Exemple #1
0
void ClientDisconnect( edict_t *pEntity ) {
	MatchPlayer* pPlayer = matchStatus.GetPlayerFromEntity(pEntity);

	if ( pPlayer->ingame ) {
		PlayerDisconnect( pPlayer );
	}
	
	RETURN_META(MRES_IGNORED);
}
Exemple #2
0
/*
===========
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;
}