/* ================= 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; }
/* ================= 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 ); }
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 ); }
/* ================= 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; } }
/* ================= 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; } }
/* ======================= 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; } }
/* ================= 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 ); } }
/* ================= 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 } }
/* ================== 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(); } }
/* ================= 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 ); }
/* ================= 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" ); } }
/* =============== 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 (); }
/* ======================= 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 ; }
/* ======================= 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 ); }
/* ================= 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" ); }
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(); } }
/* ================= 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 ); }
/* ================= 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); }
/* =============== 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; }
/* ================= 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 ); }
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(); } }
/* ================= 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; }
/* ================== 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(); } }