void ClientDisconnect( edict_t *pEntity ) { MatchPlayer* pPlayer = matchStatus.GetPlayerFromEntity(pEntity); if ( pPlayer->ingame ) { PlayerDisconnect( pPlayer ); } RETURN_META(MRES_IGNORED); }
/* =========== 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; }