Esempio n. 1
0
/*
=================
CL_ReadyToSendPacket

Returns qfalse if we are over the maxpackets limit
and should choke back the bandwidth a bit by not sending
a packet this frame.  All the commands will still get
delivered in the next packet, but saving a header and
getting more delta compression will reduce total bandwidth.
=================
*/
qboolean
CL_ReadyToSendPacket(void)
{
  int oldPacketNum;
  int delta;

  // don't send anything if playing back a demo
  if (clc.demoplaying || clc.state == CA_CINEMATIC)
  {
    return qfalse;
  }

  // If we are downloading, we send no less than 50ms between packets
  if (*clc.downloadTempName && cls.realtime - clc.lastPacketSentTime < 50)
  {
    return qfalse;
  }

  // if we don't have a valid gamestate yet, only send
  // one packet a second
  if (clc.state != CA_ACTIVE &&
      clc.state != CA_PRIMED &&
      !*clc.downloadTempName && cls.realtime - clc.lastPacketSentTime < 1000)
  {
    return qfalse;
  }

  // send every frame for loopbacks
  if (clc.netchan.remoteAddress.type == NA_LOOPBACK)
  {
    return qtrue;
  }

  // send every frame for LAN
  if (cl_lanForcePackets->integer
      && Sys_IsLANAddress(clc.netchan.remoteAddress))
  {
    return qtrue;
  }

  // check for exceeding cl_maxpackets
  if (cl_maxpackets->integer < 15)
  {
    Cvar_Set("cl_maxpackets", "15");
  }
  else if (cl_maxpackets->integer > 125)
  {
    Cvar_Set("cl_maxpackets", "125");
  }
  oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
  delta = cls.realtime - cl.outPackets[oldPacketNum].p_realtime;
  if (delta < 1000 / cl_maxpackets->integer)
  {
    // the accumulated commands will go out in the next packet
    return qfalse;
  }

  return qtrue;
}
Esempio n. 2
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val=NULL, *ip=NULL;
	int		i=0, len=0;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1 ) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}

	// snaps command
	//Note: cl->snapshotMsec is also validated in sv_main.cpp -> SV_CheckCvars if sv_fps, sv_snapsMin or sv_snapsMax is changed
	int minSnaps = Com_Clampi( 1, sv_snapsMax->integer, sv_snapsMin->integer ); // between 1 and sv_snapsMax ( 1 <-> 40 )
	int maxSnaps = min( sv_fps->integer, sv_snapsMax->integer ); // can't produce more than sv_fps snapshots/sec, but can send less than sv_fps snapshots/sec
	val = Info_ValueForKey( cl->userinfo, "snaps" );
	cl->wishSnaps = atoi( val );
	i = Com_Clampi( minSnaps, maxSnaps, cl->wishSnaps );
	cl->snapshotMsec = 1000/i;

	// TTimo
	// maintain the IP information
	// the banning code relies on this being consistently present
	if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
		ip = "localhost";
	else
		ip = (char*)NET_AdrToString( cl->netchan.remoteAddress );

	val = Info_ValueForKey( cl->userinfo, "ip" );
	if( val[0] )
		len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo );
	else
		len = strlen( ip ) + 4 + strlen( cl->userinfo );

	if( len >= MAX_INFO_STRING )
		SV_DropClient( cl, "userinfo string length exceeded" );
	else
		Info_SetValueForKey( cl->userinfo, "ip", ip );
}
Esempio n. 3
0
void SV_GetChallenge( netadr_t from )
{
	if ( SV_Private(ServerPrivate::LanOnly) && !Sys_IsLANAddress(from) )
	{
		return;
	}

	auto challenge = ChallengeManager::GenerateChallenge( from );
	Net::OutOfBandPrint( netsrc_t::NS_SERVER, from, "challengeResponse %s", challenge );
}
Esempio n. 4
0
/*
=================
SV_GetChallenge

A "getchallenge" OOB command has been received
Returns a challenge number that can be used
in a subsequent connectResponse 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.

If we are authorizing, a challenge request will cause a packet
to be sent to the authorize server.

When an authorizeip is returned, a challenge response will be
sent to that ip.
=================
*/
void SV_GetChallenge( netadr_t from ) {
	int		i;
	int		oldest;
	int		oldestTime;
	challenge_t	*challenge;

	// ignore if we are in single player
	/*
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
		return;
	}
	*/
	if (Cvar_VariableValue("ui_singlePlayerActive"))
	{
		return;
	}

	oldest = 0;
	oldestTime = 0x7fffffff;

	// see if we already have a challenge for this ip
	challenge = &svs.challenges[0];
	for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) {
		if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) {
			break;
		}
		if ( challenge->time < oldestTime ) {
			oldestTime = challenge->time;
			oldest = i;
		}
	}

	if (i == MAX_CHALLENGES) {
		// this is the first time this client has asked for a challenge
		challenge = &svs.challenges[oldest];

		challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time;
		challenge->adr = from;
		challenge->firstTime = svs.time;
		challenge->time = svs.time;
		challenge->connected = qfalse;
		i = oldest;
	}

	// if they are on a lan address, send the challengeResponse immediately
	if ( Sys_IsLANAddress( from ) ) {
		challenge->pingTime = svs.time;
		NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge );
		return;
	}
}
Esempio n. 5
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	int		i;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 ) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > 30 ) {
			i = 30;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}
}
Esempio n. 6
0
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
	int     i;
	client_t*   c;
	
	// send a message to each connected client
	for ( i = 0; i < sv_maxclients->integer; i++ )
	{
		c = &svs.clients[i];
		
		if ( !c->state )
			continue;       // not connected
			
		if ( *c->downloadName )
			continue;       // Client is downloading, don't send snapshots
			
		if ( c->netchan.unsentFragments || c->netchan_start_queue )
		{
			c->rateDelayed = true;
			continue;       // Drop this snapshot if the packet queue is still full or delta compression will break
		}
		
		if ( !( c->netchan.remoteAddress.type == NA_LOOPBACK ||
				( sv_lanForceRate->integer && Sys_IsLANAddress( c->netchan.remoteAddress ) ) ) )
		{
			// rate control for clients not on LAN
			
			if ( svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value )
				continue;       // It's not time yet
				
			if ( SV_RateMsec( c ) > 0 )
			{
				// Not enough time since last packet passed through the line
				c->rateDelayed = true;
				continue;
			}
		}
		
		// generate and send a new message
		SV_SendClientSnapshot( c );
		c->lastSnapshotTime = svs.time;
		c->rateDelayed = false;
	}
}
Esempio n. 7
0
/*
=================
SV_GetChallenge

A "getchallenge" OOB command has been received
Returns a challenge number that can be used
in a subsequent connectResponse 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.

If we are authorizing, a challenge request will cause a packet
to be sent to the authorize server.

When an authorizeip is returned, a challenge response will be
sent to that ip.
=================
*/
void SV_GetChallenge( netadr_t from ) {
	int		i;
	int		oldest;
	int		oldestTime;
	challenge_t	*challenge;

	// ignore if we are in single player
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
		return;
	}

	oldest = 0;
	oldestTime = 0x7fffffff;

	// see if we already have a challenge for this ip
	challenge = &svs.challenges[0];
	for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) {
		if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) {
			break;
		}
		if ( challenge->time < oldestTime ) {
			oldestTime = challenge->time;
			oldest = i;
		}
	}

	if (i == MAX_CHALLENGES) {
		// this is the first time this client has asked for a challenge
		challenge = &svs.challenges[oldest];

		challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time;
		challenge->adr = from;
		challenge->firstTime = svs.time;
		challenge->time = svs.time;
		challenge->connected = qfalse;
		i = oldest;
	}

	// if they are on a lan address, send the challengeResponse immediately
	if ( Sys_IsLANAddress( from ) ) {
		challenge->pingTime = svs.time;
		NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge );
		return;
	}

	// look up the authorize server's IP
	if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
		Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
		if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
			Com_Printf( "Couldn't resolve address\n" );
			return;
		}
		svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
		Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
			svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
			svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
			BigShort( svs.authorizeAddress.port ) );
	}

	// if they have been challenging for a long time and we
	// haven't heard anything from the authorize server, go ahead and
	// let them in, assuming the id server is down
	if ( svs.time - challenge->firstTime > AUTHORIZE_TIMEOUT ) {
		Com_DPrintf( "authorize server timed out\n" );

		challenge->pingTime = svs.time;
		NET_OutOfBandPrint( NS_SERVER, challenge->adr, 
			"challengeResponse %i", challenge->challenge );
		return;
	}

	// otherwise send their ip to the authorize server
	if ( svs.authorizeAddress.type != NA_BAD ) {
		cvar_t	*fs;
		char	game[1024];

		Com_DPrintf( "sending getIpAuthorize for %s\n", NET_AdrToString( from ));
		
		strcpy(game, BASEGAME);
		fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
		if (fs && fs->string[0] != 0) {
			strcpy(game, fs->string);
		}
		
		// the 0 is for backwards compatibility with obsolete sv_allowanonymous flags
		// getIpAuthorize <challenge> <IP> <game> 0 <auth-flag>
		NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
			"getIpAuthorize %i %i.%i.%i.%i %s 0 %s",  svs.challenges[i].challenge,
			from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, sv_strictAuth->string );
	}
}
Esempio n. 8
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl )
{
	const char *val;
	int  i;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey( cl->userinfo, "name" ), sizeof( cl->name ) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// Internet server, assume that they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress )
		&& SV_Private(ServerPrivate::LanOnly)
		&& sv_lanForceRate->integer == 1 )
	{
		cl->rate = 99999; // lans should not rate limit
	}
	else
	{
		val = Info_ValueForKey( cl->userinfo, "rate" );

		if ( strlen( val ) )
		{
			i = atoi( val );
			cl->rate = i;

			if ( cl->rate < 1000 )
			{
				cl->rate = 1000;
			}
			else if ( cl->rate > 90000 )
			{
				cl->rate = 90000;
			}
		}
		else
		{
			cl->rate = 5000;
		}
	}

	// snaps command
	val = Info_ValueForKey( cl->userinfo, "snaps" );

	if ( strlen( val ) )
	{
		i = atoi( val );

		if ( i < 1 )
		{
			i = 1;
		}
		else if ( i > sv_fps->integer )
		{
			i = sv_fps->integer;
		}

		cl->snapshotMsec = 1000 / i;
	}
	else
	{
		cl->snapshotMsec = 50;
	}

	// TTimo
	// maintain the IP information
	// this is set in SV_DirectConnect (directly on the server, not transmitted), may be lost when client updates its userinfo
	// the banning code relies on this being consistently present
	// zinx - modified to always keep this consistent, instead of only
	// when "ip" is 0-length, so users can't supply their own IP address
	//Log::Debug("Maintain IP address in userinfo for '%s'", cl->name);
	if ( !NET_IsLocalAddress( cl->netchan.remoteAddress ) )
	{
		Info_SetValueForKey( cl->userinfo, "ip", NET_AdrToString( cl->netchan.remoteAddress ), false );
#ifdef HAVE_GEOIP
		Info_SetValueForKey( cl->userinfo, "geoip", NET_GeoIP_Country( &cl->netchan.remoteAddress ), false );
#endif
	}
	else
	{
		// force the "ip" info key to "loopback" for local clients
		Info_SetValueForKey( cl->userinfo, "ip", "loopback", false );
#ifdef HAVE_GEOIP
		Info_SetValueForKey( cl->userinfo, "geoip", nullptr, false );
#endif
	}
}
Esempio n. 9
0
/*
==================
SV_DirectConnect

A "connect" OOB command has been received
==================
*/
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	MAC_STATIC client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			version;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	char		*denied;
	int			count;
	char		*ip;
#ifdef _XBOX
	bool		reconnect = false;
#endif

	Com_DPrintf ("SVC_DirectConnect ()\n");

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	version = atoi( Info_ValueForKey( userinfo, "protocol" ) );
	if ( version != PROTOCOL_VERSION ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION );
		Com_DPrintf ("    rejected connect from version %i\n", version);
		return;
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {

/* This was preventing sv_reconnectlimit from working.  It seems like commenting this
   out has solved the problem.  HOwever, if there is a future problem then it could
   be this.
   
		if ( cl->state == CS_FREE ) {
			continue;
		}
*/

		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\nReconnect rejected : too soon\n" );
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}

	// don't let "ip" overflow userinfo string
	if ( NET_IsLocalAddress (from) )
		ip = "localhost";
	else
		ip = (char *)NET_AdrToString( from );
	if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) {
		NET_OutOfBandPrint( NS_SERVER, from,
			"print\nUserinfo string length exceeded.  "
			"Try removing setu cvars from your config.\n" );
		return;
	}
	Info_SetValueForKey( userinfo, "ip", ip );

	// see if the challenge is valid (LAN clients don't need to challenge)
	if ( !NET_IsLocalAddress (from) ) {
		int		ping;

		for (i=0 ; i<MAX_CHALLENGES ; i++) {
			if (NET_CompareAdr(from, svs.challenges[i].adr)) {
				if ( challenge == svs.challenges[i].challenge ) {
					break;		// good
				}
			}
		}
		if (i == MAX_CHALLENGES) {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
			return;
		}

		ping = svs.time - svs.challenges[i].pingTime;
		Com_Printf( SE_GetString("MP_SVGAME", "CLIENT_CONN_WITH_PING"), i, ping);//"Client %i connecting with %i challenge ping\n", i, ping );
		svs.challenges[i].connected = qtrue;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				// don't let them keep trying until they get a big delay
				NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_HIGH_PING")));//Server is for high pings only\n" );
				Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_LOW_PING"), i);//"Client %i rejected on a too low ping\n", i);
				// reset the address otherwise their ping will keep increasing
				// with each connect message and they'd eventually be able to connect
				svs.challenges[i].adr.port = 0;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SE_GetString("MP_SVGAME", "SERVER_FOR_LOW_PING")));//Server is for low pings only\n" );
				Com_DPrintf (SE_GetString("MP_SVGAME", "CLIENT_REJECTED_HIGH_PING"), i);//"Client %i rejected on a too high ping\n", i);
				return;
			}
		}
	} else {
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost" );
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;
#ifdef _XBOX
			reconnect = true;
#endif
			// VVFIXME - both SOF2 and Wolf remove this call, claiming it blows away the user's info
			// disconnect the client from the game first so any flags the
			// player might have are dropped
			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect\n" );
				return;
			}
		}
		else {
			const char *SV_GetStringEdString(char *refSection, char *refName);
			NET_OutOfBandPrint( NS_SERVER, from, va("print\n%s\n", SV_GetStringEdString("MP_SVGAME","SERVER_IS_FULL")));
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	

	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
	Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = (char *)VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		denied = (char *)VM_ExplicitArgPtr( gvm, (int)denied );

		NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", denied );
		Com_DPrintf ("Game rejected a connection: %s.\n", denied);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->nextSnapshotTime = svs.time;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	newcl->lastUserInfoChange = 0; //reset the delay
	newcl->lastUserInfoCount = 0; //reset the count

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}
	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Esempio n. 10
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	char	*ip;
	int		i;
	int		len;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 ) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > 30 ) {
			i = 30;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}

	// TTimo
	// maintain the IP information
	// the banning code relies on this being consistently present
	if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
		ip = "localhost";
	else
		ip = (char*)NET_AdrToString( cl->netchan.remoteAddress );

	val = Info_ValueForKey( cl->userinfo, "ip" );
	if( val[0] )
		len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo );
	else
		len = strlen( ip ) + 4 + strlen( cl->userinfo );

	if( len >= MAX_INFO_STRING )
		SV_DropClient( cl, "userinfo string length exceeded" );
	else
		Info_SetValueForKey( cl->userinfo, "ip", ip );
}
Esempio n. 11
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	int		i;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > sv_fps->integer ) {
			i = sv_fps->integer;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}
	
	// TTimo
	// maintain the IP information
	// this is set in SV_DirectConnect (directly on the server, not transmitted), may be lost when client updates it's userinfo
	// the banning code relies on this being consistently present
	val = Info_ValueForKey (cl->userinfo, "ip");
	if (!val[0])
	{
		//Com_DPrintf("Maintain IP in userinfo for '%s'\n", cl->name);
		if ( !NET_IsLocalAddress(cl->netchan.remoteAddress) )
			Info_SetValueForKey( cl->userinfo, "ip", NET_AdrToString( cl->netchan.remoteAddress ) );
		else
			// force the "ip" info key to "localhost" for local clients
			Info_SetValueForKey( cl->userinfo, "ip", "localhost" );
	}
}
Esempio n. 12
0
/*
===============
SVC_RemoteCommand

An rcon packet arrived from the network.
Shift down the remaining args
Redirect all printfs
===============
*/
void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
	qboolean	valid;
	unsigned int time;
	char		remaining[1024];
	// TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
	// (OOB messages are the bottleneck here)
#define SV_OUTPUTBUF_LENGTH (1024 - 16)
	char		sv_outputbuf[SV_OUTPUTBUF_LENGTH];
	static unsigned int lasttime = 0;
	char *cmd_aux;

	// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
	// I believe that this code (and the dead link above) are to address a brute
	// force attack that guesses the rcon password.
	time = Com_Milliseconds();
	if ( !strlen( sv_rconPassword->string ) ||
		strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
		if ( (unsigned)( time - lasttime ) < 500u ) {
			return;
		}
		valid = qfalse;
		if (sv_logRconArgs->integer > 0) {
			Com_Printf("Bad rcon from %s\n", NET_AdrToString(from));
		}
		else {
			Com_Printf("Bad rcon from %s:\n%s\n", NET_AdrToString(from), Cmd_Argv(2));
		}
	} else {
		if (!Sys_IsLANAddress(from) && (unsigned) (time - lasttime) < 100u) {
			return;
		}
		valid = qtrue;

		remaining[0] = 0;
		
		// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
		// get the command directly, "rcon <pass> <command>" to avoid quoting issues
		// extract the command by walking
		// since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
		cmd_aux = Cmd_Cmd();
		cmd_aux+=4;
		while(cmd_aux[0]==' ')
			cmd_aux++;
		while(cmd_aux[0] && cmd_aux[0]!=' ') // password
			cmd_aux++;
		while(cmd_aux[0]==' ')
			cmd_aux++;
		
		Q_strcat( remaining, sizeof(remaining), cmd_aux);

		if (sv_logRconArgs->integer > 0) {
			Com_Printf("Rcon from %s: %s\n", NET_AdrToString(from), remaining);
		}
		else {
			Com_Printf("Rcon from %s:\n%s\n", NET_AdrToString(from), Cmd_Argv(2));
		}
	}
	lasttime = time;

	// start redirecting all print outputs to the packet
	svs.redirectAddress = from;
	Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);

	if ( !strlen( sv_rconPassword->string ) ) {
		Com_Printf ("No rconpassword set on the server.\n");
	} else if ( !valid ) {
		Com_Printf ("Bad rconpassword.\n");
	} else {		
		Cmd_ExecuteString (remaining);
	}

	Com_EndRedirect ();
}
Esempio n. 13
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/*
=======================
SV_SendMessageToClient

Called by SV_SendClientSnapshot and SV_SendClientGameState
=======================
*/
__cdecl void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
	int rateMsec;
	int len;

	*(int32_t*)0x13f39080 = *(int32_t*)msg->data;

	len = MSG_WriteBitsCompress( 0, msg->data + 4 ,(byte*)0x13f39084 , msg->cursize - 4);
	
//	SV_TrackHuffmanCompression(len, msg->cursize - 4);
	
	len += 4;

	if(client->delayDropMsg){
		SV_DropClient(client, client->delayDropMsg);
	}

	if(client->demorecording && !client->demowaiting)
		SV_WriteDemoMessageForClient((byte*)0x13f39080, len, client);

	// record information about the message
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = len;
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = Sys_Milliseconds();
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = 0xFFFFFFFF;

	// send the datagram
	SV_Netchan_Transmit( client, (byte*)0x13f39080, len );

	// set nextSnapshotTime based on rate and requested number of updates

	// local clients get snapshots every frame
	// TTimo - show_bug.cgi?id=491
	// added sv_lanForceRate check

	if(client->state == CS_ACTIVE && client->deltaMessage >= 0 && client->netchan.outgoingSequence - client->deltaMessage > 28){

		client->nextSnapshotTime = svs.time + client->snapshotMsec * irand();

		if(client->unknown6 +1 > 8)
		{
			client->unknown6 = 8;
		}
	}

	client->unknown6 = 0;

	if ( client->netchan.remoteAddress.type == NA_LOOPBACK || Sys_IsLANAddress( &client->netchan.remoteAddress )) {
		client->nextSnapshotTime = svs.time - 1;
		return;
	}

	// normal rate / snapshotMsec calculation
	rateMsec = SV_RateMsec( client, msg->cursize );

	// TTimo - during a download, ignore the snapshotMsec
	// the update server on steroids, with this disabled and sv_fps 60, the download can reach 30 kb/s
	// on a regular server, we will still top at 20 kb/s because of sv_fps 20
	if ( !*client->downloadName && rateMsec < client->snapshotMsec ) {
		// never send more packets than this, no matter what the rate is at
		rateMsec = client->snapshotMsec;
		client->rateDelayed = qfalse;
	} else {
		client->rateDelayed = qtrue;
	}

	client->nextSnapshotTime = svs.time + rateMsec;

	// don't pile up empty snapshots while connecting
	if ( client->state != CS_ACTIVE && !*client->downloadName) {
		// a gigantic connection message may have already put the nextSnapshotTime
		// more than a second away, so don't shorten it
		// do shorten if client is downloading
		if (  client->nextSnapshotTime < svs.time + 1000 ) {
			client->nextSnapshotTime = svs.time + 1000;
		}
	}
	sv.bpsTotalBytes += len ;
}
Esempio n. 14
0
/*
=======================
SV_SendMessageToClient

Called by SV_SendClientSnapshot and SV_SendClientGameState
=======================
*/
void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
	int			rateMsec;

	// MW - my attempt to fix illegible server message errors caused by 
	// packet fragmentation of initial snapshot.
	while(client->state&&client->netchan.unsentFragments)
	{
		// send additional message fragments if the last message
		// was too large to send at once
		Com_Printf ("[ISM]SV_SendClientGameState() [1] for %s, writing out old fragments\n", client->name);
		SV_Netchan_TransmitNextFragment(&client->netchan);
	}

	// record information about the message
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;

	// send the datagram
	SV_Netchan_Transmit( client, msg );	//msg->cursize, msg->data );

	// set nextSnapshotTime based on rate and requested number of updates

	// local clients get snapshots every frame
	if ( client->netchan.remoteAddress.type == NA_LOOPBACK || Sys_IsLANAddress (client->netchan.remoteAddress) ) {
		client->nextSnapshotTime = svs.time - 1;
		return;
	}

	// normal rate / snapshotMsec calculation
	rateMsec = SV_RateMsec( client, msg->cursize );

	if ( rateMsec < client->snapshotMsec ) {
		// never send more packets than this, no matter what the rate is at
		rateMsec = client->snapshotMsec;
		client->rateDelayed = qfalse;
	} else {
		client->rateDelayed = qtrue;
	}

	client->nextSnapshotTime = svs.time + rateMsec;

	// don't pile up empty snapshots while connecting
	if ( client->state != CS_ACTIVE ) {
		// a gigantic connection message may have already put the nextSnapshotTime
		// more than a second away, so don't shorten it
		// do shorten if client is downloading
#ifdef _XBOX	// No downloads on Xbox
		if ( client->nextSnapshotTime < svs.time + 1000 ) {
#else
		if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
#endif
			client->nextSnapshotTime = svs.time + 1000;
		}
	}
}


/*
=======================
SV_SendClientSnapshot

Also called by SV_FinalMessage

=======================
*/
extern cvar_t	*fs_gamedirvar;
void SV_SendClientSnapshot( client_t *client ) {
	byte		msg_buf[MAX_MSGLEN];
	msg_t		msg;

	if (!client->sentGamedir)
	{ //rww - if this is the case then make sure there is an svc_setgame sent before this snap
		int i = 0;

		MSG_Init (&msg, msg_buf, sizeof(msg_buf));

		//have to include this for each message.
		MSG_WriteLong( &msg, client->lastClientCommand );

		MSG_WriteByte (&msg, svc_setgame);

		while (fs_gamedirvar->string[i])
		{
			MSG_WriteByte(&msg, fs_gamedirvar->string[i]);
			i++;
		}
		MSG_WriteByte(&msg, 0);

		// MW - my attempt to fix illegible server message errors caused by 
		// packet fragmentation of initial snapshot.
		//rww - reusing this code here
		while(client->state&&client->netchan.unsentFragments)
		{
			// send additional message fragments if the last message
			// was too large to send at once
			Com_Printf ("[ISM]SV_SendClientGameState() [1] for %s, writing out old fragments\n", client->name);
			SV_Netchan_TransmitNextFragment(&client->netchan);
		}

		// record information about the message
		client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg.cursize;
		client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
		client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;

		// send the datagram
		SV_Netchan_Transmit( client, &msg );	//msg->cursize, msg->data );

		client->sentGamedir = qtrue;
	}

	// build the snapshot
	SV_BuildClientSnapshot( client );

	// bots need to have their snapshots build, but
	// the query them directly without needing to be sent
	if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
		return;
	}

	MSG_Init (&msg, msg_buf, sizeof(msg_buf));
	msg.allowoverflow = qtrue;

	// NOTE, MRE: all server->client messages now acknowledge
	// let the client know which reliable clientCommands we have received
	MSG_WriteLong( &msg, client->lastClientCommand );

	// (re)send any reliable server commands
	SV_UpdateServerCommandsToClient( client, &msg );

	// send over all the relevant entityState_t
	// and the playerState_t
	SV_WriteSnapshotToClient( client, &msg );

	// Add any download data if the client is downloading
#ifndef _XBOX	// No downloads on Xbox
	SV_WriteDownloadToClient( client, &msg );
#endif

	// check for overflow
	if ( msg.overflowed ) {
		Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
		MSG_Clear (&msg);
	}

	SV_SendMessageToClient( &msg, client );
}
Esempio n. 15
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	const char	*ip;
	char		*val;
	int			i;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 ) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > 30 ) {
			i = 30;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}

	if (mv_fixnamecrash->integer && !(sv.fixes & MVFIX_NAMECRASH)) {
		char name[61], cleanedName[61]; // 60 because some mods increased this
		Q_strncpyz(name, Info_ValueForKey(cl->userinfo, "name"), sizeof(name));
		int count = 0;

		for (int i = 0; i < (int)strlen(name); i++) {
			char ch = name[i];

			if (isascii(ch) ||
				ch == '\x0A' || // underscore cursor (console only)
				ch == '\x0B' || // block cursor (console only)
				ch == '\xB7' || // section sign (§)
				ch == '\xB4' || // accute accent (´)
				ch == '\xC4' || // A umlaut (Ä)
				ch == '\xD6' || // O umlaut (Ö)
				ch == '\xDC' || // U umlaut (Ü)
				ch == '\xDF' || // sharp S (ß)
				ch == '\xE4' || // a umlaut (ä)
				ch == '\xF6' || // o umlaut (ö)
				ch == '\xFC')   // u umlaut (ü)
			{
				cleanedName[count++] = ch;
			}
		}

		cleanedName[count] = 0;
		Info_SetValueForKey(cl->userinfo, "name", cleanedName);
	}

	// forcecrash fix
	if (mv_fixforcecrash->integer && !(sv.fixes & MVFIX_FORCECRASH)) {
		char forcePowers[30];
		Q_strncpyz(forcePowers, Info_ValueForKey(cl->userinfo, "forcepowers"), sizeof(forcePowers));

		int len = (int)strlen(forcePowers);
		bool badForce = false;
		if (len >= 22 && len <= 24) {
			byte seps = 0;

			for (int i = 0; i < len; i++) {
				if (forcePowers[i] != '-' && (forcePowers[i] < '0' || forcePowers[i] > '9')) {
					badForce = true;
					break;
				}

				if (forcePowers[i] == '-' && (i < 1 || i > 5)) {
					badForce = true;
					break;
				}

				if (i && forcePowers[i - 1] == '-' && forcePowers[i] == '-') {
					badForce = true;
					break;
				}

				if (forcePowers[i] == '-') {
					seps++;
				}
			}

			if (seps != 2) {
				badForce = true;
			}
		} else {
			badForce = true;
		}

		if (badForce) {
			Q_strncpyz(forcePowers, "7-1-030000000000003332", sizeof(forcePowers));
		}

		if ( !Info_SetValueForKey(cl->userinfo, "forcepowers", forcePowers) )
		{
			{
				SV_DropClient( cl, "userinfo string length exceeded");
				return;
			}
		}
	}

	// serverside galaking fix
	if (mv_fixgalaking->integer && !(sv.fixes & MVFIX_GALAKING)) {
		char model[80];

		Q_strncpyz(model, Info_ValueForKey(cl->userinfo, "model"), sizeof(model));
		if (!Q_stricmp(model, "galak_mech") || !Q_stricmpn(model, "galak_mech/", 11))
		{
			if ( !Info_SetValueForKey(cl->userinfo, "model", "galak/default") )
			{
				SV_DropClient( cl, "userinfo string length exceeded");
				return;
			}
		}

		Q_strncpyz(model, Info_ValueForKey(cl->userinfo, "team_model"), sizeof(model));
		if (!Q_stricmp(model, "galak_mech") || !Q_stricmpn(model, "galak_mech/", 11))
		{
			if ( !Info_SetValueForKey(cl->userinfo, "team_model", "galak/default") )
			{
				SV_DropClient( cl, "userinfo string length exceeded");
				return;
			}
		}
	}

	// serverside broken models fix (head only model)
	if (mv_fixbrokenmodels->integer && !(sv.fixes & MVFIX_BROKENMODEL)) {
		char model[80];

		Q_strncpyz(model, Info_ValueForKey(cl->userinfo, "model"), sizeof(model));
		if (!Q_stricmpn(model, "kyle/fpls", 9) || !Q_stricmp(model, "morgan") || (!Q_stricmpn(model, "morgan/", 7) && (Q_stricmp(model, "morgan/default_mp") && Q_stricmp(model, "morgan/red") && Q_stricmp(model, "morgan/blue"))))
		{
			if ( !Info_SetValueForKey(cl->userinfo, "model", "kyle/default") )
			{
				SV_DropClient( cl, "userinfo string length exceeded");
				return;
			}
		}
	}
	
	// TTimo
	// maintain the IP information
	// the banning code relies on this being consistently present
	if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
		ip = "localhost";
	else
		ip = NET_AdrToString( cl->netchan.remoteAddress );

	if ( !Info_SetValueForKey(cl->userinfo, "ip", ip) )
		SV_DropClient( cl, "userinfo string length exceeded" );
}
Esempio n. 16
0
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			version;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	intptr_t		denied;
	int			count;
	char		*ip;
	const char	*stringEd;
#ifdef LEGACY_PROTOCOL
	qboolean	compat = qfalse;
#endif

	Com_DPrintf ("SVC_DirectConnect ()\n");
	
	// Check whether this client is banned.
	if(SV_IsBanned(&from, qfalse))
	{
		NET_OutOfBandPrint(NS_SERVER, from, "print\nYou are banned from this server.\n");
		return;
	}

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	version = atoi(Info_ValueForKey(userinfo, "protocol"));
	
#ifdef LEGACY_PROTOCOL
	if(version > 0 && com_legacyprotocol->integer == version)
		compat = qtrue;
	else
#endif
	{
		if(version != com_protocol->integer)
		{
			NET_OutOfBandPrint(NS_SERVER, from, "print\nServer uses protocol version %i "
					   "(yours is %i).\n", com_protocol->integer, version);
			Com_DPrintf("    rejected connect from version %i\n", version);
			return;
		}
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}
	
	// don't let "ip" overflow userinfo string
	if ( NET_IsLocalAddress (from) )
		ip = "localhost";
	else
		ip = (char *)NET_AdrToString( from );
	if( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING ) {
		NET_OutOfBandPrint( NS_SERVER, from,
			"print\nUserinfo string length exceeded.  "
			"Try removing setu cvars from your config.\n" );
		return;
	}
	Info_SetValueForKey( userinfo, "ip", ip );

	// see if the challenge is valid (LAN clients don't need to challenge)
	if (!NET_IsLocalAddress(from))
	{
		int ping;
		challenge_t *challengeptr;

		for (i=0; i<MAX_CHALLENGES; i++)
		{
			if (NET_CompareAdr(from, svs.challenges[i].adr))
			{
				if(challenge == svs.challenges[i].challenge)
					break;
			}
		}

		if (i == MAX_CHALLENGES)
		{
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for your address.\n" );
			return;
		}
	
		challengeptr = &svs.challenges[i];
		
		if(challengeptr->wasrefused)
		{
			// Return silently, so that error messages written by the server keep being displayed.
			return;
		}

		ping = svs.time - challengeptr->pingTime;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", SV_StringEdString("SERVER_FOR_HIGH_PING") );
				stringEd = SV_GetString("CLIENT_REJECTED_LOW_PING");
				Com_DPrintf (stringEd, i);
				challengeptr->wasrefused = qtrue;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", SV_StringEdString("SERVER_FOR_LOW_PING") );
				stringEd = SV_GetString("CLIENT_REJECTED_LOW_PING");
				Com_DPrintf (stringEd, i);
				challengeptr->wasrefused = qtrue;
				return;
			}
		}

		stringEd = SV_GetString("CLIENT_CONN_WITH_PING");
		Com_Printf(stringEd, i, ping);
		challengeptr->connected = qtrue;
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;

			// this doesn't work because it nukes the players userinfo

//			// disconnect the client from the game first so any flags the
//			// player might have are dropped
//			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect" );
				return;
			}
		}
		else {
			NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", SV_StringEdString("SERVER_IS_FULL") );
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
#ifdef LEGACY_PROTOCOL
	newcl->compat = compat;
	Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, compat);
#else
	Netchan_Setup(NS_SERVER, &newcl->netchan, from, qport, challenge, qfalse);
#endif
	// init the netchan queue
	newcl->netchan_end_queue = &newcl->netchan_start_queue;

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		char *str = VM_ExplicitArgPtr( gvm, denied );

		NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", str );
		Com_DPrintf ("Game rejected a connection: %s.\n", str);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint(NS_SERVER, from, "connectResponse %d", challenge);

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->lastSnapshotTime = 0;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}
	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Esempio n. 17
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	char	*ip;
	int		i;
	int	len;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	
	if(strlen(val))
	{
		i = atoi(val);
		
		if(i < 1)
			i = 1;
		else if(i > sv_fps->integer)
			i = sv_fps->integer;

		i = 1000 / i;
	}
	else
		i = 50;

	if(i != cl->snapshotMsec)
	{
		// Reset last sent snapshot so we avoid desync between server frame time and snapshot send time
		cl->lastSnapshotTime = 0;
		cl->snapshotMsec = i;		
	}
	
#ifdef USE_VOIP
#ifdef LEGACY_PROTOCOL
	if(cl->compat)
		cl->hasVoip = qfalse;
	else
#endif
	{
		val = Info_ValueForKey(cl->userinfo, "cl_voip");
		cl->hasVoip = atoi(val);
	}
#endif

	// TTimo
	// maintain the IP information
	// the banning code relies on this being consistently present
	if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
		ip = "localhost";
	else
		ip = (char*)NET_AdrToString( cl->netchan.remoteAddress );

	val = Info_ValueForKey( cl->userinfo, "ip" );
	if( val[0] )
		len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo );
	else
		len = strlen( ip ) + 4 + strlen( cl->userinfo );

	if( len >= MAX_INFO_STRING )
		SV_DropClient( cl, "userinfo string length exceeded" );
	else
		Info_SetValueForKey( cl->userinfo, "ip", ip );

}
Esempio n. 18
0
/*
=================
SV_GetChallenge

A "getchallenge" OOB command has been received
Returns a challenge number that can be used
in a subsequent connectResponse 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.

If we are authorizing, a challenge request will cause a packet
to be sent to the authorize server.

When an authorizeip is returned, a challenge response will be
sent to that ip.

ioquake3: we added a possibility for clients to add a challenge
to their packets, to make it more difficult for malicious servers
to hi-jack client connections.
Also, the auth stuff is completely disabled for com_standalone games
as well as IPv6 connections, since there is no way to use the
v4-only auth server for these new types of connections.
=================
*/
void SV_GetChallenge( netadr_t from ) {
	static leakyBucket_t outboundLeakyBucket;
	int		i;
	int		oldest;
	int		oldestTime;
	int		oldestClientTime;
	int		clientChallenge;
	challenge_t	*challenge;
	qboolean wasfound = qfalse;

	// ignore if we are in single player
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) {
		return;
	}

		// Prevent using getchallenge as an amplifier
	if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
		Com_DPrintf( "SV_GetChallenge: rate limit from %s exceeded, dropping request\n",
			NET_AdrToString( from ) );
		return;
	}

	// Allow getchallenge to be DoSed relatively easily, but prevent
	// excess outbound bandwidth usage when being flooded inbound
	if ( SVC_RateLimit( &outboundLeakyBucket, 10, 100 ) ) {
		Com_DPrintf( "SV_GetChallenge: rate limit exceeded, dropping request\n" );
		return;
	}

	oldest = 0;
 	oldestClientTime = oldestTime = 0x7fffffff;

	// see if we already have a challenge for this ip
	challenge = &svs.challenges[0];
 	clientChallenge = atoi( Cmd_Argv( 1 ) );

 	for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++ )
 	{
 		if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) )
 		{
 			wasfound = qtrue;

 			if ( challenge->time < oldestClientTime )
 				oldestClientTime = challenge->time;
 		}

 		if ( wasfound && i >= MAX_CHALLENGES_MULTI )
 		{
 			i = MAX_CHALLENGES;
  			break;
  		}

 		if ( challenge->time < oldestTime )
 		{
  			oldestTime = challenge->time;
  			oldest = i;
  		}
	}

	if (i == MAX_CHALLENGES)
	{
		// this is the first time this client has asked for a challenge
		challenge = &svs.challenges[oldest];
		challenge->clientChallenge = clientChallenge;
		challenge->adr = from;
		challenge->firstTime = svs.time;
		challenge->connected = qfalse;
	}

	// always generate a new challenge number, so the client cannot circumvent sv_maxping
	challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time;
	challenge->wasrefused = qfalse;
	challenge->time = svs.time;

#if !defined(STANDALONE) && defined (USE_AUTHORIZE)
	// Drop the authorize stuff if this client is coming in via v6 as the auth server does not support ipv6.
	// Drop also for addresses coming in on local LAN and for stand-alone games independent from id's assets.
	if(challenge->adr.type == NA_IP && !Cvar_VariableIntegerValue("com_standalone") && !Sys_IsLANAddress(from))
	{
		// look up the authorize server's IP
		if (svs.authorizeAddress.type == NA_BAD)
		{
			Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
			
			if (NET_StringToAdr(AUTHORIZE_SERVER_NAME, &svs.authorizeAddress, NA_IP))
			{
				svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
				Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
					svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
					svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
					BigShort( svs.authorizeAddress.port ) );
			}
		}

		// we couldn't contact the auth server, let them in.
		if(svs.authorizeAddress.type == NA_BAD)
			Com_Printf("Couldn't resolve auth server address\n");

		// if they have been challenging for a long time and we
		// haven't heard anything from the authorize server, go ahead and
		// let them in, assuming the id server is down
		else if(svs.time - oldestClientTime > AUTHORIZE_TIMEOUT)
			Com_DPrintf( "authorize server timed out\n" );
		else
		{
			// otherwise send their ip to the authorize server
			cvar_t	*fs;
			char	game[1024];

			Com_DPrintf( "sending getIpAuthorize for %s\n", NET_AdrToString( from ));
		
			strcpy(game, IDBASEGAME);
			fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
			if (fs && fs->string[0] != 0) {
				strcpy(game, fs->string);
			}
			
			// the 0 is for backwards compatibility with obsolete sv_allowanonymous flags
			// getIpAuthorize <challenge> <IP> <game> 0 <auth-flag>
			NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
				"getIpAuthorize %i %i.%i.%i.%i %s 0 %s",  challenge->challenge,
				from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, sv_strictAuth->string );
			
			return;
		}
	}
#endif

	challenge->pingTime = svs.time;
	NET_OutOfBandPrint(NS_SERVER, challenge->adr, "challengeResponse %d %d",
			   challenge->challenge, clientChallenge);
}
Esempio n. 19
0
/*
===============
SV_CheckDRDoS

DRDoS stands for "Distributed Reflected Denial of Service".
See here: http://www.lemuria.org/security/application-drdos.html

Returns false if we're good.  true return value means we need to block.
If the address isn't NA_IP, it's automatically denied.
===============
*/
bool SV_CheckDRDoS(netadr_t from) {
    int             i, oldestBan, oldestBanTime, globalCount, specificCount, oldest, oldestTime;
    receipt_t       *receipt;
    netadr_t        exactFrom;
    floodBan_t      *ban;
    static int      lastGlobalLogTime = 0;

    // Usually the network is smart enough to not allow incoming UDP packets
    // with a source address being a spoofed LAN address.  Even if that's not
    // the case, sending packets to other hosts in the LAN is not a big deal.
    // NA_LOOPBACK qualifies as a LAN address.
    if (Sys_IsLANAddress(from)) {
            return false;
    }

    exactFrom = from;
    if (from.type == NA_IP) {
        from.ip[3] = 0; // xx.xx.xx.0
    } else {
        from.ip6[15] = 0;
    }

    // This quick exit strategy while we're being bombarded by getinfo/getstatus requests
    // directed at a specific IP address doesn't really impact server performance.
    // The code below does its duty very quickly if we're handling a flood packet.
    ban = &svs.infoFloodBans[0];
    oldestBan = 0;
    oldestBanTime = 0x7fffffff;
    for (i = 0; i < MAX_INFO_FLOOD_BANS; i++, ban++) {
        if (svs.time - ban->time < 120000 && // Two minute ban.
            NET_CompareBaseAdr(from, ban->adr)) {
            ban->count++;
            if (!ban->flood && ((svs.time - ban->time) >= 3000) && ban->count <= 5) {
                Com_DPrintf("Unban info flood protect for address %s, they're not flooding\n", NET_AdrToString(exactFrom));
                Com_Memset(ban, 0, sizeof(floodBan_t));
                oldestBan = i;
                break;
            }
            if (ban->count >= 180) {
                Com_DPrintf("Renewing info flood ban for address %s, received %i getinfo/getstatus requests in %i milliseconds\n", NET_AdrToString(exactFrom), ban->count, svs.time - ban->time);
                ban->time = svs.time;
                ban->count = 0;
                ban->flood = true;
            }
            return true;
        }
        if (ban->time < oldestBanTime) {
            oldestBanTime = ban->time;
            oldestBan = i;
        }
    }

    // Count receipts in last 2 seconds.
    globalCount = 0;
    specificCount = 0;
    receipt = &svs.infoReceipts[0];
    oldest = 0;
    oldestTime = 0x7fffffff;
    for (i = 0; i < MAX_INFO_RECEIPTS; i++, receipt++) {
        if (receipt->time + 2000 > svs.time) {
            if (receipt->time) {
                // When the server starts, all receipt times are at zero.  Furthermore,
                // svs.time is close to zero.  We check that the receipt time is already
                // set so that during the first two seconds after server starts, queries
                // from the master servers don't get ignored.  As a consequence a potentially
                // unlimited number of getinfo+getstatus responses may be sent during the
                // first frame of a server's life.
                globalCount++;
            }
            if (NET_CompareBaseAdr(from, receipt->adr)) {
                specificCount++;
            }
        }
        if (receipt->time < oldestTime) {
            oldestTime = receipt->time;
            oldest = i;
        }
    }

    if (specificCount >= 3) { // Already sent 3 to this IP in last 2 seconds.
        Com_Printf("Possible DRDoS attack to address %s, putting into temporary getinfo/getstatus ban list\n", NET_AdrToString(exactFrom));
        ban = &svs.infoFloodBans[oldestBan];
        ban->adr = from;
        ban->time = svs.time;
        ban->count = 0;
        ban->flood = false;
        return true;
    }

    if (globalCount == MAX_INFO_RECEIPTS) { // All receipts happened in last 2 seconds.
        // Detect time wrap where the server sets time back to zero.  Problem
        // is that we're using a static variable here that doesn't get zeroed out when
        // the time wraps.  TTimo's way of doing this is casting everything including
        // the difference to unsigned int, but I think that's confusing to the programmer.
        if (svs.time < lastGlobalLogTime) {
                lastGlobalLogTime = 0;
        }
        if (lastGlobalLogTime + 1000 <= svs.time) { // Limit one log every second.
            Com_Printf("Detected flood of arbitrary getinfo/getstatus connectionless packets\n");
            lastGlobalLogTime = svs.time;
        }
        return true;
    }

    receipt = &svs.infoReceipts[oldest];
    receipt->adr = from;
    receipt->time = svs.time;
    return false;
}
Esempio n. 20
0
/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	char	*ip;
	int		i;
	int	len;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) {
		cl->rate = 99999;	// lans should not rate limit
	} else {
		val = Info_ValueForKey (cl->userinfo, "rate");
		if (strlen(val)) {
			i = atoi(val);
			cl->rate = i;
			if (cl->rate < 1000) {
				cl->rate = 1000;
			} else if (cl->rate > 90000) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}
	}
	val = Info_ValueForKey (cl->userinfo, "handicap");
	if (strlen(val)) {
		i = atoi(val);
		if (i<=0 || i>100 || strlen(val) > 4) {
			Info_SetValueForKey( cl->userinfo, "handicap", "100" );
		}
	}

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > sv_fps->integer ) {
			i = sv_fps->integer;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}
	
#ifdef USE_VOIP
	// in the future, (val) will be a protocol version string, so only
	//  accept explicitly 1, not generally non-zero.
	val = Info_ValueForKey (cl->userinfo, "cl_voip");
	cl->hasVoip = (atoi(val) == 1) ? qtrue : qfalse;
#endif

	// TTimo
	// maintain the IP information
	// the banning code relies on this being consistently present
	if( NET_IsLocalAddress(cl->netchan.remoteAddress) )
		ip = "localhost";
	else
		ip = (char*)NET_AdrToString( cl->netchan.remoteAddress );

	val = Info_ValueForKey( cl->userinfo, "ip" );
	if( val[0] )
		len = strlen( ip ) - strlen( val ) + strlen( cl->userinfo );
	else
		len = strlen( ip ) + 4 + strlen( cl->userinfo );

	if( len >= MAX_INFO_STRING )
		SV_DropClient( cl, "userinfo string length exceeded" );
	else
		Info_SetValueForKey( cl->userinfo, "ip", ip );

}
Esempio n. 21
0
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	client_t	temp;
	sharedEntity_t *ent;
	int			clientNum;
	int			qport;
	int			challenge;
	char		*password;
	int			startIndex;
	intptr_t		denied;
	int			count;

	Com_DPrintf ("SVC_DirectConnect ()\n");

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	if ( Q_stricmp( Info_ValueForKey( userinfo, "protocol" ), PROTOCOL_VERSION ) ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version "PROTOCOL_VERSION".\n" );
		Com_DPrintf ("    rejected connect from version %s\n", Info_ValueForKey( userinfo, "protocol" ));
		return;
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			if (( svs.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000)) {
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			break;
		}
	}

	// see if the challenge is valid (LAN clients don't need to challenge)
	if ( !NET_IsLocalAddress (from) ) {
		int		ping;

		for (i=0 ; i<MAX_CHALLENGES ; i++) {
			if (NET_CompareAdr(from, svs.challenges[i].adr)) {
				if ( challenge == svs.challenges[i].challenge ) {
					break;		// good
				}
			}
		}
		if (i == MAX_CHALLENGES) {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" );
			return;
		}
		// force the IP key/value pair so the game can filter based on ip
		Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ) );

		ping = svs.time - svs.challenges[i].pingTime;
		Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping );
		svs.challenges[i].connected = qtrue;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) ) {
			if ( sv_minPing->value && ping < sv_minPing->value ) {
				// don't let them keep trying until they get a big delay
				NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only\n" );
				Com_DPrintf ("Client %i rejected on a too low ping\n", i);
				// reset the address otherwise their ping will keep increasing
				// with each connect message and they'd eventually be able to connect
				svs.challenges[i].adr.port = 0;
				return;
			}
			if ( sv_maxPing->value && ping > sv_maxPing->value ) {
				NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only\n" );
				Com_DPrintf ("Client %i rejected on a too high ping\n", i);
				return;
			}
		}
	} else {
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost" );
	}

	newcl = &temp;
	Com_Memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) ) {
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;

			// this doesn't work because it nukes the players userinfo

//			// disconnect the client from the game first so any flags the
//			// player might have are dropped
//			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );
	if ( !strcmp( password, sv_privatePassword->string ) ) {
		startIndex = 0;
	} else {
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = NULL;
	for ( i = startIndex; i < MAX_PLAYERS ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		if ( NET_IsLocalAddress( from ) ) {
			count = 0;
			for ( i = startIndex; i < sv_maxclients->integer ; i++ ) {
				cl = &svs.clients[i];
				if (cl->netchan.remoteAddress.type == NA_BOT) {
					count++;
				}
			}
			// if they're all bots
			if (count >= sv_maxclients->integer - startIndex) {
				SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server");
				newcl = &svs.clients[sv_maxclients->integer - 1];
			}
			else {
				Com_Error( ERR_FATAL, "server is full on local connect\n" );
				return;
			}
		}
		else {
			NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" );
			Com_DPrintf ("Rejected a connection.\n");
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:	
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the challenge
	newcl->challenge = challenge;

	// save the address
	Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);
	// init the netchan queue
	newcl->netchan_end_queue = &newcl->netchan_start_queue;

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue
	if ( denied ) {
		// we can't just use VM_ArgPtr, because that is only valid inside a VM_Call
		char *str = VM_ExplicitArgPtr( gvm, denied );

		NET_OutOfBandPrint( NS_SERVER, from, "error\n%s\n", str );
		Com_DPrintf ("Game rejected a connection: %s.\n", str);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );

	Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name );

	newcl->state = CS_CONNECTED;
	newcl->nextSnapshotTime = svs.time;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;
	
	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;
	for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
		if ( svs.clients[i].state >= CS_CONNECTED ) {
			count++;
		}
	}

	if ( count == 1 || count == sv_maxclients->integer ) {
		SV_Heartbeat_f();
	}
}
Esempio n. 22
0
/*
=================
SV_CheckDRDoS

DRDoS stands for "Distributed Reflected Denial of Service".
See here: http://www.lemuria.org/security/application-drdos.html

Returns qfalse if we're good.  qtrue return value means we need to block.
If the address isn't NA_IP, it's automatically denied.
=================
*/
qboolean SV_CheckDRDoS(netadr_t from)
{
	int		i;
	int		globalCount;
	int		specificCount;
	receipt_t	*receipt;
	netadr_t	exactFrom;
	int		oldest;
	int		oldestTime;
	static int	lastGlobalLogTime = 0;
	static int	lastSpecificLogTime = 0;

	// Usually the network is smart enough to not allow incoming UDP packets
	// with a source address being a spoofed LAN address.  Even if that's not
	// the case, sending packets to other hosts in the LAN is not a big deal.
	// NA_LOOPBACK qualifies as a LAN address.
	if (Sys_IsLANAddress(from)) { return qfalse; }

	exactFrom = from;
	
	if (from.type == NA_IP) {
		from.ip[3] = 0; // xx.xx.xx.0
	}
	else {
		// So we got a connectionless packet but it's not IPv4, so
		// what is it?  I don't care, it doesn't matter, we'll just block it.
		// This probably won't even happen.
		return qtrue;
	}

	// Count receipts in last 2 seconds.
	globalCount = 0;
	specificCount = 0;
	receipt = &svs.infoReceipts[0];
	oldest = 0;
	oldestTime = 0x7fffffff;
	for (i = 0; i < MAX_INFO_RECEIPTS; i++, receipt++) {
		if (receipt->time + 2000 > svs.time) {
			if (receipt->time) {
				// When the server starts, all receipt times are at zero.  Furthermore,
				// svs.time is close to zero.  We check that the receipt time is already
				// set so that during the first two seconds after server starts, queries
				// from the master servers don't get ignored.  As a consequence a potentially
				// unlimited number of getinfo+getstatus responses may be sent during the
				// first frame of a server's life.
				globalCount++;
			}
			if (NET_CompareBaseAdr(from, receipt->adr)) {
				specificCount++;
			}
		}
		if (receipt->time < oldestTime) {
			oldestTime = receipt->time;
			oldest = i;
		}
	}

	if (globalCount == MAX_INFO_RECEIPTS) { // All receipts happened in last 2 seconds.
		if (lastGlobalLogTime + 1000 <= svs.time){ // Limit one log every second.
			Com_Printf("Detected flood of getinfo/getstatus connectionless packets\n");
			lastGlobalLogTime = svs.time;
		}
		return qtrue;
	}
	if (specificCount >= 3) { // Already sent 3 to this IP in last 2 seconds.
		if (lastSpecificLogTime + 1000 <= svs.time) { // Limit one log every second.
			Com_DPrintf("Possible DRDoS attack to address %i.%i.%i.%i, ignoring getinfo/getstatus connectionless packet\n",
					exactFrom.ip[0], exactFrom.ip[1], exactFrom.ip[2], exactFrom.ip[3]);
			lastSpecificLogTime = svs.time;
		}
		return qtrue;
	}

	receipt = &svs.infoReceipts[oldest];
	receipt->adr = from;
	receipt->time = svs.time;
	return qfalse;
}
Esempio n. 23
0
/*
==================
SV_DirectConnect

A "connect" OOB command has been received
==================
*/
void SV_DirectConnect( netadr_t from, const Cmd::Args& args )
{
	char                userinfo[ MAX_INFO_STRING ];
	int                 i;
	client_t            *cl, *newcl;
	client_t            temp;
	sharedEntity_t      *ent;
	int                 clientNum;
	int                 version;
	int                 qport;
	int                 challenge;
	const char                *password;
	int                 startIndex;
	bool            denied;
	char                reason[ MAX_STRING_CHARS ];
	int                 count;
	const char          *ip;
#ifdef HAVE_GEOIP
	const char          *country = nullptr;
#endif

	if ( args.Argc() < 2 )
	{
		return;
	}

	Log::Debug( "SVC_DirectConnect ()" );

	Q_strncpyz( userinfo, args.Argv(1).c_str(), sizeof( userinfo ) );

	// DHM - Nerve :: Update Server allows any protocol to connect
	// NOTE TTimo: but we might need to store the protocol around for potential non http/ftp clients
	version = atoi( Info_ValueForKey( userinfo, "protocol" ) );

	if ( version != PROTOCOL_VERSION )
	{
		NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\nServer uses protocol version %i (yours is %i).", PROTOCOL_VERSION, version );
		Log::Debug( "    rejected connect from version %i", version );
		return;
	}

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );
	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	// quick reject
	for ( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		// DHM - Nerve :: This check was allowing clients to reconnect after zombietime(2 secs)
		//if ( cl->state == CS_FREE ) {
		//continue;
		//}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
		     && ( cl->netchan.qport == qport
		          || from.port == cl->netchan.remoteAddress.port ) )
		{
			if ( ( svs.time - cl->lastConnectTime )
			     < ( sv_reconnectlimit->integer * 1000 ) )
			{
				Log::Debug( "%s: reconnect rejected: too soon", NET_AdrToString( from ) );
				return;
			}

			break;
		}
	}

	if ( NET_IsLocalAddress( from ) )
	{
		ip = "localhost";
	}
	else
	{
		ip = NET_AdrToString( from );
	}

	if ( ( strlen( ip ) + strlen( userinfo ) + 4 ) >= MAX_INFO_STRING )
	{
		NET_OutOfBandPrint( netsrc_t::NS_SERVER, from,
		                    "print\nUserinfo string length exceeded.  "
		                    "Try removing setu cvars from your config." );
		return;
	}

	Info_SetValueForKey( userinfo, "ip", ip, false );

	// see if the challenge is valid (local clients don't need to challenge)
	if ( !NET_IsLocalAddress( from ) )
	{
		int ping;

		for ( i = 0; i < MAX_CHALLENGES; i++ )
		{
			if ( NET_CompareAdr( from, svs.challenges[ i ].adr ) )
			{
				if ( challenge == svs.challenges[ i ].challenge )
				{
					break; // good
				}
			}
		}

		if ( i == MAX_CHALLENGES )
		{
			NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\n[err_dialog]No or bad challenge for address." );
			return;
		}

		// force the IP address key/value pair, so the game can filter based on it
		Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ), false );

		if ( svs.challenges[ i ].firstPing == 0 )
		{
			ping = svs.time - svs.challenges[ i ].pingTime;
			svs.challenges[ i ].firstPing = ping;
		}
		else
		{
			ping = svs.challenges[ i ].firstPing;
		}

#ifdef HAVE_GEOIP
		country = NET_GeoIP_Country( &from );

		if ( country )
		{
			Log::Notice( "Client %i connecting from %s with %i challenge ping\n", i, country, ping );
		}
		else
		{
			Log::Notice( "Client %i connecting from somewhere unknown with %i challenge ping\n", i, ping );
		}
#else
		Log::Notice( "Client %i connecting with %i challenge ping\n", i, ping );
#endif

		svs.challenges[ i ].connected = true;

		// never reject a LAN client based on ping
		if ( !Sys_IsLANAddress( from ) )
		{
			if ( sv_minPing->value && ping < sv_minPing->value )
			{
				NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\n[err_dialog]Server is for high pings only" );
				Log::Debug( "Client %i rejected on a too low ping", i );
				return;
			}

			if ( sv_maxPing->value && ping > sv_maxPing->value )
			{
				NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\n[err_dialog]Server is for low pings only" );
				Log::Debug( "Client %i rejected on a too high ping: %i", i, ping );
				return;
			}
		}
	}
	else
	{
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost", false );
	}

	newcl = &temp;
	memset( newcl, 0, sizeof( client_t ) );

	// if there is already a slot for this IP address, reuse it
	for ( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if ( cl->state == clientState_t::CS_FREE )
		{
			continue;
		}

		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
		     && ( cl->netchan.qport == qport
		          || from.port == cl->netchan.remoteAddress.port ) )
		{
			Log::Notice( "%s:reconnect\n", NET_AdrToString( from ) );
			newcl = cl;

			// this doesn't work because it nukes the players userinfo

//			// disconnect the client from the game first so any flags the
//			// player might have are dropped
//			VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients );
			//
			goto gotnewcl;
		}
	}

	// find a client slot
	// if "sv_privateClients" is set > 0, then that number
	// of client slots will be reserved for connections that
	// have "password" set to the value of "sv_privatePassword"
	// Info requests will report the maxclients as if the private
	// slots didn't exist, to prevent people from trying to connect
	// to a full server.
	// This is to allow us to reserve a couple slots here on our
	// servers so we can play without having to kick people.

	// check for privateClient password
	password = Info_ValueForKey( userinfo, "password" );

	if ( !strcmp( password, sv_privatePassword->string ) )
	{
		startIndex = 0;
	}
	else
	{
		// skip past the reserved slots
		startIndex = sv_privateClients->integer;
	}

	newcl = nullptr;

	for ( i = startIndex; i < sv_maxclients->integer; i++ )
	{
		cl = &svs.clients[ i ];

		if ( cl->state == clientState_t::CS_FREE )
		{
			newcl = cl;
			break;
		}
	}

	if ( !newcl )
	{
		if ( NET_IsLocalAddress( from ) )
		{
			count = 0;

			for ( i = startIndex; i < sv_maxclients->integer; i++ )
			{
				cl = &svs.clients[ i ];

				if ( SV_IsBot(cl) )
				{
					count++;
				}
			}

			// if they're all bots
			if ( count >= sv_maxclients->integer - startIndex )
			{
				SV_DropClient( &svs.clients[ sv_maxclients->integer - 1 ], "only bots on server" );
				newcl = &svs.clients[ sv_maxclients->integer - 1 ];
			}
			else
			{
				Com_Error( errorParm_t::ERR_FATAL, "server is full on local connect" );
			}
		}
		else
		{
			NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\n%s", sv_fullmsg->string );
			Log::Debug( "Rejected a connection." );
			return;
		}
	}

	// we got a newcl, so reset the reliableSequence and reliableAcknowledge
	cl->reliableAcknowledge = 0;
	cl->reliableSequence = 0;

gotnewcl:
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = std::move(temp);
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;
	ent->r.svFlags = 0;

#ifdef HAVE_GEOIP

	if ( country )
	{
		Info_SetValueForKey( userinfo, "geoip", country, false );
	}
#endif

	// save the challenge
	newcl->challenge = challenge;

	// save the address
	Netchan_Setup( netsrc_t::NS_SERVER, &newcl->netchan, from, qport );
	// init the netchan queue

	// Save the pubkey
	Q_strncpyz( newcl->pubkey, Info_ValueForKey( userinfo, "pubkey" ), sizeof( newcl->pubkey ) );
	Info_RemoveKey( userinfo, "pubkey", false );
	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof( newcl->userinfo ) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = gvm.GameClientConnect( reason, sizeof( reason ), clientNum, true, false );  // firstTime = true

	if ( denied )
	{
		NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "print\n[err_dialog]%s", reason );
		Log::Debug( "Game rejected a connection: %s.", reason );
		return;
	}

	SV_UserinfoChanged( newcl );

	// DHM - Nerve :: Clear out firstPing now that client is connected
	svs.challenges[ i ].firstPing = 0;

	// send the connect packet to the client
	NET_OutOfBandPrint( netsrc_t::NS_SERVER, from, "connectResponse" );

	Log::Debug( "Going from CS_FREE to CS_CONNECTED for %s", newcl->name );

	newcl->state = clientState_t::CS_CONNECTED;
	newcl->nextSnapshotTime = svs.time;
	newcl->lastPacketTime = svs.time;
	newcl->lastConnectTime = svs.time;

	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;

	// if this was the first client on the server, or the last client
	// the server can hold, send a heartbeat to the master.
	count = 0;

	for ( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if ( svs.clients[ i ].state >= clientState_t::CS_CONNECTED )
		{
			count++;
		}
	}

	if ( count == 1 || count == sv_maxclients->integer )
	{
		SV_Heartbeat_f();
	}
}