/* ================= SV_ReadPackets ================= */ static void SV_ReadPackets (void) { int i; client_t *cl; while (NET_GetPacket ()) { if (SV_FilterPacket ()) { SV_SendBan (); // tell them we aren't listening... continue; } // check for connectionless packet (0xffffffff) first if (*(int *)net_message.data == -1) { SV_ConnectionlessPacket (); continue; } // check for packets from connected clients for (i = 0, cl = svs.clients; i < MAX_CLIENTS; i++, cl++) { if (cl->state == cs_free) continue; if (!NET_CompareAdr (net_from, cl->netchan.remote_address)) continue; if (Netchan_Process(&cl->netchan)) { // this is a valid, sequenced packet, so process it svs.stats.packets++; cl->send_message = true; // reply at end of frame if (cl->state != cs_zombie) SV_ExecuteClientMessage (cl); } break; } if (i != MAX_CLIENTS) continue; // packet is not from a known client // Con_Printf ("%s:sequenced packet without connection\n", NET_AdrToString(net_from)); } }
/** * @brief Checks whether the connection is valid or invalid and set some * user info keys. * @param[in,out] player The player that is trying to connect to the game * @param[in,out] userinfo The userinfo data that is checked and changed * @param[in] userinfoSize The size of the userinfo buffer * @sa G_ClientDisconnect * @sa CL_ConnectionlessPacket * @todo Check if the teamnum preference has already reached maxsoldiers * and reject connection if so * @return @c false if the connection is refused, @c true otherwise */ bool G_ClientConnect (player_t * player, char *userinfo, size_t userinfoSize) { const char *value; value = Info_ValueForKey(userinfo, "ip"); Com_Printf("connection attempt from %s\n", value); /* check to see if they are on the banned IP list */ if (SV_FilterPacket(value)) { Info_SetValueForKey(userinfo, userinfoSize, "rejmsg", REJ_BANNED); return false; } if (!G_PlayerToPM(player)) { Info_SetValueForKey(userinfo, userinfoSize, "rejmsg", "Server is full"); return false; } value = Info_ValueForKey(userinfo, "password"); if (password->string[0] != '\0' && !Q_streq(password->string, "none") && !Q_streq(password->string, value)) { Info_SetValueForKey(userinfo, userinfoSize, "rejmsg", REJ_PASSWORD_REQUIRED_OR_INCORRECT); return false; } /* fix for fast reconnects after a disconnect */ if (player->inuse) { gi.BroadcastPrintf(PRINT_CONSOLE, "%s already in use.\n", player->pers.netname); G_ClientDisconnect(player); } /* reset persistent data */ OBJZERO(player->pers); G_ClientUserinfoChanged(player, userinfo); gi.BroadcastPrintf(PRINT_CONSOLE, "%s is connecting...\n", player->pers.netname); return true; }
/* ================= SV_ReadPackets ================= */ void SV_ReadPackets (void) { int i; client_t *cl; int qport; // first deal with delayed packets from connected clients for (i = 0, cl=svs.clients; i < MAX_CLIENTS; i++, cl++) { if (cl->state == cs_free) continue; net_from = cl->netchan.remote_address; while (cl->packets && svs.realtime - cl->packets->time >= cl->delay) { SZ_Clear(&net_message); SZ_Write(&net_message, cl->packets->msg.data, cl->packets->msg.cursize); SV_ExecuteClientMessage(cl); SV_FreeHeadDelayedPacket(cl); } } // now deal with new packets while (NET_GetPacket(NS_SERVER)) { if (SV_FilterPacket ()) { SV_SendBan (); // tell them we aren't listening... continue; } // check for connectionless packet (0xffffffff) first if (*(int *)net_message.data == -1) { SV_ConnectionlessPacket (); continue; } // read the qport out of the message so we can fix up // stupid address translating routers MSG_BeginReading (); MSG_ReadLong (); // sequence number MSG_ReadLong (); // sequence number qport = MSG_ReadShort () & 0xffff; // check which client sent this packet for (i=0, cl=svs.clients ; i<MAX_CLIENTS ; i++,cl++) { if (cl->state == cs_free) continue; if (!NET_CompareBaseAdr (net_from, cl->netchan.remote_address)) continue; if (cl->netchan.qport != qport) continue; if (cl->netchan.remote_address.port != net_from.port) { Com_DPrintf ("SV_ReadPackets: fixing up a translated port\n"); cl->netchan.remote_address.port = net_from.port; } break; } if (i == MAX_CLIENTS) continue; // ok, we know who sent this packet, but do we need to delay executing it? if (cl->delay > 0) { if (!svs.free_packets) // packet has to be dropped.. break; // insert at end of list if (!cl->packets) { cl->last_packet = cl->packets = svs.free_packets; } else { // this works because '=' associates from right to left cl->last_packet = cl->last_packet->next = svs.free_packets; } svs.free_packets = svs.free_packets->next; cl->last_packet->next = NULL; cl->last_packet->time = svs.realtime; SZ_Clear(&cl->last_packet->msg); SZ_Write(&cl->last_packet->msg, net_message.data, net_message.cursize); } else { SV_ExecuteClientMessage (cl); } } }
/* =========== ClientConnect Called when a player begins connecting to the server. The game can refuse entrance to a client by returning false. If the client is allowed, the connection process will continue and eventually get to ClientBegin() Changing levels will NOT cause this to be called again, but loadgames will. ============ */ qboolean ClientConnect (edict_t *ent, char *userinfo) { char *value; // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if (SV_FilterPacket(value)) { Info_SetValueForKey(userinfo, "rejmsg", "Banned."); return false; } // check for a spectator value = Info_ValueForKey (userinfo, "spectator"); if (deathmatch->value && *value && strcmp(value, "0")) { int i, numspec; if (*spectator_password->string && strcmp(spectator_password->string, "none") && strcmp(spectator_password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect."); return false; } // count spectators for (i = numspec = 0; i < maxclients->value; i++) if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator) numspec++; if (numspec >= maxspectators->value) { Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full."); return false; } } else { // check for a password value = Info_ValueForKey (userinfo, "password"); if (*password->string && strcmp(password->string, "none") && strcmp(password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect."); return false; } } // they can connect ent->client = game.clients + (ent - g_edicts - 1); // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent->inuse == false) { // clear the respawning variables InitClientResp (ent->client); if (!game.autosaved || !ent->client->pers.weapon) InitClientPersistant (ent->client); } ClientUserinfoChanged (ent, userinfo); if (game.maxclients > 1) gi.dprintf ("%s connected\n", ent->client->pers.netname); ent->svflags = 0; // make sure we start with known default ent->client->pers.connected = true; return true; }
/* * ClientConnect * Called when a player begins connecting to the server. * The game can refuse entrance to a client by returning false. * If the client is allowed, the connection process will continue * and eventually get to ClientBegin() * Changing levels will NOT cause this to be called again, but * loadgames will. */ bool ClientConnect( edict_t *ent, char *userinfo, bool fakeClient, bool tvClient ) { char *value; assert( ent ); assert( userinfo && Info_Validate( userinfo ) ); assert( Info_ValueForKey( userinfo, "ip" ) && Info_ValueForKey( userinfo, "socket" ) ); // verify that server gave us valid data if( !Info_Validate( userinfo ) ) { Info_SetValueForKey( userinfo, "rejtype", va( "%i", DROP_TYPE_GENERAL ) ); Info_SetValueForKey( userinfo, "rejflag", va( "%i", 0 ) ); Info_SetValueForKey( userinfo, "rejmsg", "Invalid userinfo" ); return false; } if( !Info_ValueForKey( userinfo, "ip" ) ) { Info_SetValueForKey( userinfo, "rejtype", va( "%i", DROP_TYPE_GENERAL ) ); Info_SetValueForKey( userinfo, "rejflag", va( "%i", 0 ) ); Info_SetValueForKey( userinfo, "rejmsg", "Error: Server didn't provide client IP" ); return false; } if( !Info_ValueForKey( userinfo, "ip" ) ) { Info_SetValueForKey( userinfo, "rejtype", va( "%i", DROP_TYPE_GENERAL ) ); Info_SetValueForKey( userinfo, "rejflag", va( "%i", 0 ) ); Info_SetValueForKey( userinfo, "rejmsg", "Error: Server didn't provide client socket" ); return false; } // check to see if they are on the banned IP list value = Info_ValueForKey( userinfo, "ip" ); if( SV_FilterPacket( value ) ) { Info_SetValueForKey( userinfo, "rejtype", va( "%i", DROP_TYPE_GENERAL ) ); Info_SetValueForKey( userinfo, "rejflag", va( "%i", 0 ) ); Info_SetValueForKey( userinfo, "rejmsg", "You're banned from this server" ); return false; } // check for a password value = Info_ValueForKey( userinfo, "password" ); if( !fakeClient && ( *password->string && ( !value || strcmp( password->string, value ) ) ) ) { Info_SetValueForKey( userinfo, "rejtype", va( "%i", DROP_TYPE_PASSWORD ) ); Info_SetValueForKey( userinfo, "rejflag", va( "%i", 0 ) ); if( value && value[0] ) { Info_SetValueForKey( userinfo, "rejmsg", "Incorrect password" ); } else { Info_SetValueForKey( userinfo, "rejmsg", "Password required" ); } return false; } // they can connect G_InitEdict( ent ); ent->s.modelindex = 0; ent->r.solid = SOLID_NOT; ent->r.client = game.clients + PLAYERNUM( ent ); ent->r.svflags = ( SVF_NOCLIENT | ( fakeClient ? SVF_FAKECLIENT : 0 ) ); memset( ent->r.client, 0, sizeof( gclient_t ) ); ent->r.client->ps.playerNum = PLAYERNUM( ent ); ent->r.client->connecting = true; ent->r.client->isTV = tvClient == true; ent->r.client->team = TEAM_SPECTATOR; G_Client_UpdateActivity( ent->r.client ); // activity detected ClientUserinfoChanged( ent, userinfo ); if( !fakeClient ) { char message[MAX_STRING_CHARS]; Q_snprintfz( message, sizeof( message ), "%s%s connected", ent->r.client->netname, S_COLOR_WHITE ); G_PrintMsg( NULL, "%s\n", message ); G_Printf( "%s%s connected from %s\n", ent->r.client->netname, S_COLOR_WHITE, ent->r.client->ip ); } // let the gametype scripts know this client just connected G_Gametype_ScoreEvent( ent->r.client, "connect", NULL ); G_CallVotes_ResetClient( PLAYERNUM( ent ) ); return true; }