コード例 #1
0
ファイル: main.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void MASTERSERVER_SendServerIPToLauncher( const NETADDRESS_s &Address, BYTESTREAM_s *pByteStream )
{
	// Tell the launcher the IP of this server on the list.
	NETWORK_WriteByte( pByteStream, MSC_SERVER );
	NETWORK_WriteByte( pByteStream, Address.abIP[0] );
	NETWORK_WriteByte( pByteStream, Address.abIP[1] );
	NETWORK_WriteByte( pByteStream, Address.abIP[2] );
	NETWORK_WriteByte( pByteStream, Address.abIP[3] );
	NETWORK_WriteShort( pByteStream, ntohs( Address.usPort ));
}
コード例 #2
0
//*****************************************************************************
//
void ZANDRONUM_QueryMasterServer( void )
{
	// Clear out the buffer, and write out launcher challenge.
	NETWORK_ClearBuffer( &g_MessageBuffer );
	NETWORK_WriteLong( &g_MessageBuffer.ByteStream, LAUNCHER_MASTER_CHALLENGE );
	NETWORK_WriteShort( &g_MessageBuffer.ByteStream, MASTER_SERVER_VERSION );

	// Send the master server our packet.
	NETWORK_LaunchPacket( &g_MessageBuffer, g_AddressMasterServer, true );
}
コード例 #3
0
ファイル: sv_auth.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void SERVER_AUTH_SRPMessage ( const int MagicNumber, const int SessionID, const TArray<unsigned char> &Bytes )
{
	NETWORK_ClearBuffer( &g_AuthServerBuffer );
	NETWORK_WriteLong( &g_AuthServerBuffer.ByteStream, MagicNumber );
	NETWORK_WriteLong( &g_AuthServerBuffer.ByteStream, SessionID );
	NETWORK_WriteShort( &g_AuthServerBuffer.ByteStream, Bytes.Size() );
	for ( unsigned int i = 0; i < Bytes.Size(); ++i )
		NETWORK_WriteByte( &g_AuthServerBuffer.ByteStream, Bytes[i] );
	NETWORK_LaunchPacket( &g_AuthServerBuffer, g_AuthServerAddress );
}
コード例 #4
0
ファイル: main.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void MASTERSERVER_SendServerIPBlockToLauncher( const NETADDRESS_s &Address, const std::vector<USHORT> &PortList, BYTESTREAM_s *pByteStream )
{
	if ( PortList.size() == 0 )
		return;

	// Tell the launcher the IP and all ports of the servers on that IP.
	NETWORK_WriteByte( pByteStream, PortList.size() );
	NETWORK_WriteByte( pByteStream, Address.abIP[0] );
	NETWORK_WriteByte( pByteStream, Address.abIP[1] );
	NETWORK_WriteByte( pByteStream, Address.abIP[2] );
	NETWORK_WriteByte( pByteStream, Address.abIP[3] );
	for ( unsigned int i = 0; i < PortList.size(); ++i )
		NETWORK_WriteShort( pByteStream, ntohs( PortList[i] ) );
}
コード例 #5
0
//*****************************************************************************
//
void SERVER_MASTER_Tick( void )
{
	UCVarValue	Val;

	while (( g_lStoredQueryIPHead != g_lStoredQueryIPTail ) && ( gametic >= g_StoredQueryIPs[g_lStoredQueryIPHead].lNextAllowedGametic ))
	{
		g_lStoredQueryIPHead++;
		g_lStoredQueryIPHead = g_lStoredQueryIPHead % MAX_STORED_QUERY_IPS;
	}

	// Send an update to the master server every 30 seconds.
	if ( gametic % ( TICRATE * 30 ))
		return;

	// User doesn't wish to update the master server.
	if ( sv_updatemaster == false )
		return;

	NETWORK_ClearBuffer( &g_MasterServerBuffer );

	Val = sv_masterip.GetGenericRep( CVAR_String );
	NETWORK_StringToAddress( Val.String, &g_AddressMasterServer );
	I_SetPort( g_AddressMasterServer, g_lMasterPort );

	// Write to our packet a challenge to the master server.
	Val = sv_masteroverrideip.GetGenericRep( CVAR_String );
	if ( Val.String[0] == '\0' )
		NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_MASTER_CHALLENGE );
	else
	{
		netadr_t	OverrideIP;

		NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_MASTER_CHALLENGE_OVERRIDE );

		NETWORK_StringToAddress( Val.String, &OverrideIP );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[0] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[1] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[2] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[3] );
		NETWORK_WriteShort( &g_MasterServerBuffer, NETWORK_GetLocalPort( ));
	}

	// Send the master server our packet.
//	NETWORK_LaunchPacket( &g_MasterServerBuffer, g_AddressMasterServer, true );
	NETWORK_LaunchPacket( &g_MasterServerBuffer, g_AddressMasterServer );
}
コード例 #6
0
//*****************************************************************************
//
void SERVER_MASTER_SendServerInfo( netadr_t Address, ULONG ulFlags, ULONG ulTime )
{
	UCVarValue	Val;
	char		szAddress[4][4];
	ULONG		ulIdx;
	ULONG		ulBits;
	ULONG		ulNumPWADs;

	// Let's just use the master server buffer! It gets cleared again when we need it anyway!
	NETWORK_ClearBuffer( &g_MasterServerBuffer );

	// First, check to see if we've been queried by this address recently.
	if ( g_lStoredQueryIPHead != g_lStoredQueryIPTail )
	{
		ulIdx = g_lStoredQueryIPHead;
		while ( ulIdx != (ULONG)g_lStoredQueryIPTail )
		{
			// Check to see if this IP exists in our stored query IP list. If it does, then
			// ignore it, since it queried us less than 10 seconds ago.
			if ( NETWORK_CompareAddress( Address, g_StoredQueryIPs[ulIdx].Address, true ))
			{
				// Write our header.
				NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_LAUNCHER_IGNORING );

				// Send the time the launcher sent to us.
				NETWORK_WriteLong( &g_MasterServerBuffer, ulTime );

				// Send the packet.
//				NETWORK_LaunchPacket( &g_MasterServerBuffer, Address, true );
				NETWORK_LaunchPacket( &g_MasterServerBuffer, Address );

				if ( sv_showlauncherqueries )
					Printf( "Ignored IP launcher challenge.\n" );

				// Nothing more to do here.
				return;
			}

			ulIdx++;
			ulIdx = ulIdx % MAX_STORED_QUERY_IPS;
		}
	}

	// Now, check to see if this IP has been banend from this server.
	itoa( Address.ip[0], szAddress[0], 10 );
	itoa( Address.ip[1], szAddress[1], 10 );
	itoa( Address.ip[2], szAddress[2], 10 );
	itoa( Address.ip[3], szAddress[3], 10 );
	if (( sv_enforcebans ) && ( SERVERBAN_IsIPBanned( szAddress[0], szAddress[1], szAddress[2], szAddress[3] )))
	{
		// Write our header.
		NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_LAUNCHER_BANNED );

		// Send the time the launcher sent to us.
		NETWORK_WriteLong( &g_MasterServerBuffer, ulTime );

		// Send the packet.
		NETWORK_LaunchPacket( &g_MasterServerBuffer, Address );

		if ( sv_showlauncherqueries )
			Printf( "Denied BANNED IP launcher challenge.\n" );

		// Nothing more to do here.
		return;
	}

	// This IP didn't exist in the list. and it wasn't banned.
	// So, add it, and keep it there for 10 seconds.
	g_StoredQueryIPs[g_lStoredQueryIPTail].Address = Address;
	g_StoredQueryIPs[g_lStoredQueryIPTail].lNextAllowedGametic = gametic + ( TICRATE * ( sv_queryignoretime ));

	g_lStoredQueryIPTail++;
	g_lStoredQueryIPTail = g_lStoredQueryIPTail % MAX_STORED_QUERY_IPS;
	if ( g_lStoredQueryIPTail == g_lStoredQueryIPHead )
		Printf( "SERVER_MASTER_SendServerInfo: WARNING! g_lStoredQueryIPTail == g_lStoredQueryIPHead\n" );

	// Write our header.
	NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_LAUNCHER_CHALLENGE );

	// Send the time the launcher sent to us.
	NETWORK_WriteLong( &g_MasterServerBuffer, ulTime );

	// Send our version.
	NETWORK_WriteString( &g_MasterServerBuffer, DOTVERSIONSTR );

	// Send the information about the data that will be sent.
	ulBits = ulFlags;

	// If the launcher desires to know the team damage, but we're not in a game mode where
	// team damage applies, then don't send back team damage information.
	if (( teamplay || teamgame || teamlms || teampossession || teamcoop || (( deathmatch == false ) && ( teamgame == false ))) == false )
	{
		if ( ulBits & SQF_TEAMDAMAGE )
			ulBits &= ~SQF_TEAMDAMAGE;
	}

	// If the launcher desires to know the team score, but we're not in a game mode where
	// teams have scores, then don't send back team score information.
	if (( teamplay || teamgame || teamlms || teampossession || teamcoop ) == false )
	{
		if ( ulBits & SQF_TEAMSCORES )
			ulBits &= ~SQF_TEAMSCORES;
	}

	// If the launcher wants to know player data, then we have to tell them how many players
	// are in the server.
	if ( ulBits & SQF_PLAYERDATA )
		ulBits |= SQF_NUMPLAYERS;

	NETWORK_WriteLong( &g_MasterServerBuffer, ulBits );

	// Send the server name.
	if ( ulBits & SQF_NAME )
	{
		Val = sv_hostname.GetGenericRep( CVAR_String );
		NETWORK_WriteString( &g_MasterServerBuffer, Val.String );
	}

	// Send the website URL.
	if ( ulBits & SQF_URL )
	{
		Val = sv_website.GetGenericRep( CVAR_String );
		NETWORK_WriteString( &g_MasterServerBuffer, Val.String );
	}

	// Send the host's e-mail address.
	if ( ulBits & SQF_EMAIL )
	{
		Val = sv_hostemail.GetGenericRep( CVAR_String );
		NETWORK_WriteString( &g_MasterServerBuffer, Val.String );
	}

	if ( ulBits & SQF_MAPNAME )
		NETWORK_WriteString( &g_MasterServerBuffer, level.mapname );

	if ( ulBits & SQF_MAXCLIENTS )
		NETWORK_WriteByte( &g_MasterServerBuffer, sv_maxclients );

	if ( ulBits & SQF_MAXPLAYERS )
		NETWORK_WriteByte( &g_MasterServerBuffer, sv_maxplayers );

	// Send out the PWAD information.
	if ( ulBits & SQF_PWADS )
	{
		ulNumPWADs = 0;
		for ( ulIdx = 0; Wads.GetWadName( ulIdx ) != NULL; ulIdx++ )
		{
			// Skip the IWAD file index, skulltag.wad/pk3, and files that were automatically
			// loaded from subdirectories (such as skin files).
			if (( ulIdx == FWadCollection::IWAD_FILENUM ) ||
				( stricmp( Wads.GetWadName( ulIdx ), "scoredoomst.wad" ) == 0 ) ||
				( stricmp( Wads.GetWadName( ulIdx ), "scoredoomst.pk3" ) == 0 ) ||
				( Wads.GetLoadedAutomatically( ulIdx )))
			{
				continue;
			}

			ulNumPWADs++;
		}

		NETWORK_WriteByte( &g_MasterServerBuffer, ulNumPWADs );
		for ( ulIdx = 0; Wads.GetWadName( ulIdx ) != NULL; ulIdx++ )
		{
			// Skip the IWAD file index, skulltag.wad/pk3, and files that were automatically
			// loaded from subdirectories (such as skin files).
			if (( ulIdx == FWadCollection::IWAD_FILENUM ) ||
				( stricmp( Wads.GetWadName( ulIdx ), "scoredoomst.wad" ) == 0 ) ||
				( stricmp( Wads.GetWadName( ulIdx ), "scoredoomst.pk3" ) == 0 ) ||
				( Wads.GetLoadedAutomatically( ulIdx )))
			{
				continue;
			}

			NETWORK_WriteString( &g_MasterServerBuffer, (char *)Wads.GetWadName( ulIdx ));
		}
	}

	if ( ulBits & SQF_GAMETYPE )
	{
		NETWORK_WriteByte( &g_MasterServerBuffer, GAME_GetGameType( ));
		NETWORK_WriteByte( &g_MasterServerBuffer, instagib );
		NETWORK_WriteByte( &g_MasterServerBuffer, buckshot );
	}

	if ( ulBits & SQF_GAMENAME )
		NETWORK_WriteString( &g_MasterServerBuffer, SERVER_MASTER_GetGameName( ));

	if ( ulBits & SQF_IWAD )
		NETWORK_WriteString( &g_MasterServerBuffer, (char *)Wads.GetWadName( FWadCollection::IWAD_FILENUM ));

	if ( ulBits & SQF_FORCEPASSWORD )
		NETWORK_WriteByte( &g_MasterServerBuffer, sv_forcepassword );

	if ( ulBits & SQF_FORCEJOINPASSWORD )
		NETWORK_WriteByte( &g_MasterServerBuffer, sv_forcejoinpassword );

	if ( ulBits & SQF_GAMESKILL )
		NETWORK_WriteByte( &g_MasterServerBuffer, gameskill );

	if ( ulBits & SQF_BOTSKILL )
		NETWORK_WriteByte( &g_MasterServerBuffer, botskill );

	if ( ulBits & SQF_DMFLAGS )
	{
		NETWORK_WriteLong( &g_MasterServerBuffer, dmflags );
		NETWORK_WriteLong( &g_MasterServerBuffer, dmflags2 );
		NETWORK_WriteLong( &g_MasterServerBuffer, compatflags );
	}

	if ( ulBits & SQF_LIMITS )
	{
		NETWORK_WriteShort( &g_MasterServerBuffer, fraglimit );
		NETWORK_WriteShort( &g_MasterServerBuffer, (SHORT)timelimit );
		if ( timelimit )
		{
			LONG	lTimeLeft;

			lTimeLeft = (LONG)( timelimit - ( level.totaltime / ( TICRATE * 60 ))); //ghk
			if ( lTimeLeft < 0 )
				lTimeLeft = 0;
			NETWORK_WriteShort( &g_MasterServerBuffer, lTimeLeft );
		}
		NETWORK_WriteShort( &g_MasterServerBuffer, duellimit );
		NETWORK_WriteLong( &g_MasterServerBuffer, pointlimit ); //ghk writelong
		NETWORK_WriteShort( &g_MasterServerBuffer, winlimit );
	}

	// Send the team damage scale.
	if ( teamplay || teamgame || teamlms || teampossession || teamcoop || (( deathmatch == false ) && ( teamgame == false )))
	{
		if ( ulBits & SQF_TEAMDAMAGE )
			NETWORK_WriteFloat( &g_MasterServerBuffer, teamdamage );
	}

	// Send the team scores.
	if ( teamplay || teamgame || teamlms || teampossession || teamcoop )
	{
		if ( ulBits & SQF_TEAMSCORES )
		{
			for ( ulIdx = 0; ulIdx < NUM_TEAMS; ulIdx++ )
			{
				if ( teamplay )
					NETWORK_WriteShort( &g_MasterServerBuffer, TEAM_GetFragCount( ulIdx ));
				else if ( teamlms )
					NETWORK_WriteShort( &g_MasterServerBuffer, TEAM_GetWinCount( ulIdx ));
				else
					NETWORK_WriteShort( &g_MasterServerBuffer, TEAM_GetScore( ulIdx )); //ghk writelong?
			}
		}
	}

	if ( ulBits & SQF_NUMPLAYERS )
		NETWORK_WriteByte( &g_MasterServerBuffer, SERVER_CalcNumPlayers( ));

	if ( ulBits & SQF_PLAYERDATA )
	{
		for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
		{
			if ( playeringame[ulIdx] == false )
				continue;

			NETWORK_WriteString( &g_MasterServerBuffer, players[ulIdx].userinfo.netname );
			if ( teamgame || possession || teampossession || cooperative || teamcoop )
				NETWORK_WriteLong( &g_MasterServerBuffer, players[ulIdx].lPointCount );//ghk writelong
			else if ( deathmatch )
				NETWORK_WriteLong( &g_MasterServerBuffer, players[ulIdx].fragcount ); //ghk writelong
			else
				NETWORK_WriteLong( &g_MasterServerBuffer, players[ulIdx].killcount ); //ghk writelong

			NETWORK_WriteShort( &g_MasterServerBuffer, players[ulIdx].ulPing );
			NETWORK_WriteByte( &g_MasterServerBuffer, PLAYER_IsTrueSpectator( &players[ulIdx] ));
			NETWORK_WriteByte( &g_MasterServerBuffer, players[ulIdx].bIsBot );

			if ( teamplay || teamgame || teamlms || teampossession || teamcoop )
			{
				if ( players[ulIdx].bOnTeam == false )
					NETWORK_WriteByte( &g_MasterServerBuffer, 255 );
				else
					NETWORK_WriteByte( &g_MasterServerBuffer, players[ulIdx].ulTeam );
			}

			NETWORK_WriteByte( &g_MasterServerBuffer, players[ulIdx].ulTime / ( TICRATE * 60 ));
		}
	}

//	NETWORK_LaunchPacket( &g_MasterServerBuffer, Address, true );
	NETWORK_LaunchPacket( &g_MasterServerBuffer, Address );
}
コード例 #7
0
ファイル: sv_rcon.cpp プロジェクト: WChrisK/Zandronum
void SERVER_RCON_ParseMessage( NETADDRESS_s Address, LONG lMessage, BYTESTREAM_s *pByteStream )
{
	int iIndex = -1;

	switch ( lMessage )
	{
	case CLRC_BEGINCONNECTION:

		server_rcon_HandleNewConnection( Address, NETWORK_ReadByte( pByteStream ));
		break;
	case CLRC_PASSWORD:

		server_rcon_HandleLogin( server_rcon_FindCandidate( Address ), NETWORK_ReadString( pByteStream ));
		break;	
	case CLRC_PONG:

		iIndex = server_rcon_FindClient( Address );
		if ( iIndex != -1 )	
			g_AuthedClients[iIndex].iLastMessageTic = gametic;
		break;
	case CLRC_COMMAND:

		// Execute the command (if this came from an admin).
		iIndex = server_rcon_FindClient( Address );
		if ( iIndex != -1 )
		{
			const char *szCommand = NETWORK_ReadString( pByteStream );
			// [BB] Log the command before adding it. If we don't have a server GUI, the command
			// is executed immediately and may cause Skulltag to exit before the command is logged.
			Printf( "-> %s (RCON by %s)\n", szCommand, NETWORK_AddressToString( Address ) );
			SERVER_AddCommand( szCommand );
			g_AuthedClients[iIndex].iLastMessageTic = gametic;
		}
		break;
	case CLRC_DISCONNECT:
		
		iIndex = server_rcon_FindClient( Address );
		if ( iIndex != -1 )	
		{
			g_AuthedClients.Delete( iIndex );
			SERVER_RCON_UpdateInfo( SVRCU_ADMINCOUNT );
			Printf( "RCON client at %s disconnected.\n", NETWORK_AddressToString( Address ));
		}
		break;
	case CLRC_TABCOMPLETE:

		// [TP] RCON client wishes to tab-complete
		iIndex = server_rcon_FindClient( Address );
		if ( iIndex != -1 )
		{
			const char* part = NETWORK_ReadString( pByteStream );
			TArray<FString> list = C_GetTabCompletes( part );
			NETWORK_ClearBuffer( &g_MessageBuffer );

			// [TP] Let's not send too many of these though
			if ( list.Size() < 50 )
			{
				NETWORK_WriteByte( &g_MessageBuffer.ByteStream, SVRC_TABCOMPLETE );
				NETWORK_WriteByte( &g_MessageBuffer.ByteStream, list.Size() );

				for ( unsigned i = 0; i < list.Size(); ++i )
					NETWORK_WriteString( &g_MessageBuffer.ByteStream, list[i] );
			}
			else
			{
				NETWORK_WriteByte( &g_MessageBuffer.ByteStream, SVRC_TOOMANYTABCOMPLETES );
				NETWORK_WriteShort( &g_MessageBuffer.ByteStream, list.Size() );
			}

			NETWORK_LaunchPacket( &g_MessageBuffer, g_AuthedClients[iIndex].Address );
		}
		break;
	}
}