示例#1
0
/**
 * @brief Handles a connectionless message from a client
 * @sa NET_OOB_Printf
 * @param[out] stream The stream to write to
 * @param msg The message buffer to read the connectionless data from
 */
static void SV_ConnectionlessPacket (struct net_stream *stream, dbuffer *msg)
{
	const char *c;
	char s[512];
	char buf[256];

	NET_ReadStringLine(msg, s, sizeof(s));

	Cmd_TokenizeString(s, false);

	c = Cmd_Argv(0);
	Com_DPrintf(DEBUG_SERVER, "Packet : %s\n", c);

	if (Q_streq(c, "teaminfo"))
		SVC_TeamInfo(stream);
	else if (Q_streq(c, "info"))
		SVC_Info(stream);
	else if (Q_streq(c, "status"))
		SVC_Status(stream);
	else if (Q_streq(c, "connect"))
		SVC_DirectConnect(stream);
	else if (Q_streq(c, "rcon"))
		SVC_RemoteCommand(stream);
	else
		Com_Printf("Bad connectionless packet from %s:\n%s\n", NET_StreamPeerToName(stream, buf, sizeof(buf), true), s);
}
示例#2
0
/*
=================
SV_ConnectionlessPacket

A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
void SV_ConnectionlessPacket(void)
{
    const char * s;
    const char * c;

    MSG_BeginReading(&net_message);
    MSG_ReadLong(&net_message); // skip the -1 marker

    s = MSG_ReadStringLine(&net_message);

    Cmd_TokenizeString(s, false);

    c = Cmd_Argv(0);
    Com_DPrintf("Packet %s : %s\n", NET_AdrToString(net_from), c);

    if (!strcmp(c, "ping"))
        SVC_Ping();
    else if (!strcmp(c, "ack"))
        SVC_Ack();
    else if (!strcmp(c, "status"))
        SVC_Status();
    else if (!strcmp(c, "info"))
        SVC_Info();
    else if (!strcmp(c, "getchallenge"))
        SVC_GetChallenge();
    else if (!strcmp(c, "connect"))
        SVC_DirectConnect();
    else if (!strcmp(c, "rcon"))
        SVC_RemoteCommand();
    else
        Com_Printf("bad connectionless packet from %s:\n%s\n", NET_AdrToString(net_from), s);
}
示例#3
0
/**
 * @brief Handles a connectionless message from a client
 * @sa NET_OOB_Printf
 * @param[out] stream The stream to write to
 * @param msg The message buffer to read the connectionless data from
 */
static void SV_ConnectionlessPacket (struct net_stream* stream, dbuffer* msg)
{
    char s[512];

    NET_ReadStringLine(msg, s, sizeof(s));
    Cmd_TokenizeString(s, false, false);

    const char* c = Cmd_Argv(0);
    Com_DPrintf(DEBUG_SERVER, "Packet : %s\n", c);

    if (Q_streq(c, SV_CMD_TEAMINFO)) {
        SVC_TeamInfo(stream);
    } else if (Q_streq(c, SV_CMD_INFO)) {
        SVC_Info(stream);
    } else if (Q_streq(c, SV_CMD_STATUS)) {
        SVC_Status(stream);
    } else if (Q_streq(c, SV_CMD_CONNECT)) {
        SVC_DirectConnect(stream);
    } else if (Q_streq(c, SV_CMD_RCON)) {
        SVC_RemoteCommand(stream);
    } else {
        char buf[256];
        Com_Printf("Bad connectionless packet from %s:\n%s\n", NET_StreamPeerToName(stream, buf, sizeof(buf), true), s);
    }
}
示例#4
0
/*
 * =================
 * SV_ConnectionlessPacket
 *
 * A connectionless packet has four leading 0xff
 * characters to distinguish it from a game channel.
 * Clients that are in the game can still send
 * connectionless packets.
 * =================
 */
void SV_ConnectionlessPacket(void)
{
    char *s;
    char *c;

    // r1ch fix: make sure we never talk to ourselves
//	if (NET_IsLocalAddress (net_from.ip[0] == 127) && !NET_IsLocalHost(net_from) && ShortSwap(net_from.port) == server_port)

/*	if ( (net_from.ip[0] == 127) && (net_from.type != NA_LOOPBACK) && (ShortSwap(net_from.port) == server_port) )
 *      {
 *              Com_DPrintf ("dropped %d byte connectionless packet from self! (spoofing attack?)\n", net_message.cursize);
 *              return;
 *      }*/

    MSG_BeginReading(&net_message);
    MSG_ReadLong(&net_message);                 // skip the -1 marker

    s = MSG_ReadStringLine(&net_message);

    Cmd_TokenizeString(s, false);

    c = Cmd_Argv(0);
    Com_DPrintf("Packet %s : %s\n", NET_AdrToString(net_from), c);

    if (!strcmp(c, "ping"))
    {
        SVC_Ping();
    }
    else if (!strcmp(c, "ack"))
    {
        SVC_Ack();
    }
    else if (!strcmp(c, "status"))
    {
        SVC_Status();
    }
    else if (!strcmp(c, "info"))
    {
        SVC_Info();
    }
    else if (!strcmp(c, "getchallenge"))
    {
        SVC_GetChallenge();
    }
    else if (!strcmp(c, "connect"))
    {
        SVC_DirectConnect();
    }
    else if (!strcmp(c, "rcon"))
    {
        SVC_RemoteCommand();
    }
    else
    {
        Com_Printf("bad connectionless packet from %s:\n%s\n"
                   , NET_AdrToString(net_from), s);
    }
}
示例#5
0
/*
=================
SV_ConnectionlessPacket

A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
static void SV_ConnectionlessPacket (void)
{
	const char	*s;
	const char	*c;

	MSG_BeginReading ();
	MSG_ReadLong ();	// skip the -1 marker

	s = MSG_ReadStringLine ();

	Cmd_TokenizeString (s);

	c = Cmd_Argv(0);

	if (!strcmp(c, "ping") || ( c[0] == A2A_PING && (c[1] == 0 || c[1] == '\n')) )
	{
		SVC_Ping ();
		return;
	}
	if (c[0] == A2A_ACK && (c[1] == 0 || c[1] == '\n') )
	{
		Con_Printf ("A2A_ACK from %s\n", NET_AdrToString (net_from));
		return;
	}
	else if (c[0] == A2S_ECHO)
	{
		NET_SendPacket (net_message.cursize, net_message.data, net_from);
		return;
	}
	else if (!strcmp(c,"status"))
	{
		SVC_Status ();
		return;
	}
	else if (!strcmp(c,"log"))
	{
		SVC_Log ();
		return;
	}
	else if (!strcmp(c,"connect"))
	{
		SVC_DirectConnect ();
		return;
	}
	else if (!strcmp(c, "rcon"))
		SVC_RemoteCommand ();
	else
		Con_Printf ("bad connectionless packet from %s:\n%s\n", NET_AdrToString (net_from), s);
}
示例#6
0
/*
=================
SV_ConnectionlessPacket

A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
void SV_ConnectionlessPacket (void)
{
    char	*s;
    char	*c;
    int s_token = 0;
    // r1ch fix: make sure we never talk to ourselves
//	if (NET_IsLocalAddress (net_from.ip[0] == 127) && !NET_IsLocalHost(net_from) && ShortSwap(net_from.port) == server_port)
    /*	if ( (net_from.ip[0] == 127) && (net_from.type != NA_LOOPBACK) && (ShortSwap(net_from.port) == server_port) )
    	{
    		Com_DPrintf ("dropped %d byte connectionless packet from self! (spoofing attack?)\n", net_message.cursize);
    		return;
    	}*/

    MSG_BeginReading (&net_message);
    MSG_ReadLong (&net_message);		// skip the -1 marker

    s = MSG_ReadStringLine (&net_message);

    Cmd_TokenizeString (s, false);

    c = Cmd_Argv(0);
    Com_DPrintf ("Packet %s : %s\n", NET_AdrToString(net_from), c);

    if ((s_token = Q_STLookup(&packet_stable, c)) != -1) {
        if (s_token == s_ping)
            SVC_Ping ();
        else if (s_token == s_ack)
            SVC_Ack ();
        else if (s_token == s_status)
            SVC_Status ();
        else if (s_token == s_info)
            SVC_Info ();
        else if (s_token == s_getchallenge)
            SVC_GetChallenge ();
        else if (s_token == s_connect)
            SVC_DirectConnect ();
        else if (s_token == s_rcon)
            SVC_RemoteCommand ();
    } else
        Com_Printf ("bad connectionless packet from %s:\n%s\n"
                    , NET_AdrToString (net_from), s);
}
示例#7
0
文件: sv_main.c 项目: matatk/agrip
/*
=================
SV_ConnectionlessPacket

A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
void SV_ConnectionlessPacket (void)
{
	char	*s;
	char	*c;

	MSG_BeginReading ();
	MSG_ReadLong ();		// skip the -1 marker

	s = MSG_ReadStringLine ();
	s[1023] = 0;

	Cmd_TokenizeString (s);

	c = Cmd_Argv(0);

	if (!strcmp(c, "ping") || ( c[0] == A2A_PING && (c[1] == 0 || c[1] == '\n')) )
	{
		SVC_Ping ();
		return;
	}
	if (c[0] == A2A_ACK && (c[1] == 0 || c[1] == '\n') )
	{
		Com_Printf ("A2A_ACK from %s\n", NET_AdrToString (net_from));
		return;
	}
	else if (!strcmp(c,"status"))
	{
		SVC_Status ();
		return;
	}
	else if (!strcmp(c,"log"))
	{
		SVC_Log ();
		return;
	}
	else if (!strcmp(c,"connect"))
	{
		SVC_DirectConnect ();
		return;
	}
#ifdef MAUTH
	else if (c[0] == M2S_AUTH_TOK && (c[1] == 0 || c[1] == '\n') )
	{
        Com_Printf("MAUTH: Adding token from %s to auth queue\n", NET_AdrToString(net_from));
        // Provisionally add auth record...
        if (SV_AuthListAdd(&authtokq))
        {
            //SV_AuthListPrint(&authtokq);
            //SV_AuthListPrint(&authclientq);
            // Send S2M_AUTH_TOK_CHK as a spoofing check...
            Master_AuthTokChk(authtokq.start->name, authtokq.start->hash);
        }
        else
        {
            Com_Printf("MAUTH: Failure to add token from %s -- already added?\n", NET_AdrToString(net_from));
            // FIXME Send S2M_AUTH_TOK_NACK
        }
		return;
	}
	else if (c[0] == M2S_AUTH_TOK_ACK && (c[1] == 0 || c[1] == '\n') )
	{
        // The master is sending us the correct name and hash;
        // check that what we've got agrees with this.

        // FIXME do we trust this packet?
       
        char tok_ack = S2C_AUTH_TOK_ACK;
        authclient_t *newclient = NULL;
        qbool result;
        result = SV_AuthListValidate(&authtokq, &newclient);
        //SV_AuthListPrint(&authtokq);
        //SV_AuthListPrint(&authclientq);

        // Check the client is valid...
        if( !result )
        {
            Com_Printf("MAUTH: Client is not valid!\n");
            return;
        }
        
        // Tell client they can connect...
        Com_Printf("MAUTH: Telling client %s on %s to connect...\n", newclient->name, NET_AdrToString(newclient->client_addr));
		NET_SendPacket (NS_SERVER, 1, &tok_ack, newclient->client_addr);
		return;
	}
	/*else if (c[0] == M2S_AUTH_TOK_NACK && (c[1] == 0 || c[1] == '\n') )
    {
        // Master said this token not valid -- FIXME how can we trust this?
        // FIXME remove player details from auth queue.
        Com_Printf("MAUTH: Player invalid!\n");
    }*/
#endif
	else if (!strcmp(c,"getchallenge"))
	{
		SVC_GetChallenge ();
		return;
	}
	else if (!strcmp(c, "rcon"))
		SVC_RemoteCommand ();
	else
		Com_Printf ("bad connectionless packet from %s:\n%s\n"
		, NET_AdrToString (net_from), s);
}