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417 lines
12 KiB
C++
417 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deals with remote perf testing on customer machines
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//
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// $Workfile: $
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// $NoKeywords: $
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//===========================================================================//
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#include "server_pch.h"
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#include "cl_rcon.h"
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#include "cl_steamauth.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef ENABLE_RPT
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//-----------------------------------------------------------------------------
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// Remote perf testing
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//
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// Description: Here's how rpt works. The 'customer' machine is the one
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// we want to do testing on. The 'valve' machine is the programmer machine
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// that has rcon access to the customer machine. The 'server' machine is the
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// machine running a dedicated or listen server which both the customer + valve
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// machines are connected to.
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//
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// Step 0) Customer runs with -rpt on the commandline, which turns on -condebug,
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// clears out the console.log, and potentially other things.
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//
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// Step 1) Customer machine types rpt_password <password>. We store the password
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// on the customer machine only and never forward it to the server to avoid
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// having to worry about malicious servers. The password is stored in the RPTServer
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// password The customer machine then forwards
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// a command "rpt_client_enable 1" to the server indicating that it is a client
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// which can be controlled via rpt.
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//
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// Step 2) Server machine receives the "rpt_client_enable 1" command. It stores
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// some state indicating the client it received that message from can be rpt controlled.
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//
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// Step 3) Valve machine types rpt_start <password> [<port #>]. The port specification
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// is optional. The valve machine's rpt rcon client puts itself into a listening
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// mode, waiting for connection requests from the customer machine. Once
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// connected, the RPTClient rcon client will be the mechanism by which the valve
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// machine sends rcon commands to the customer machine. After this is done,
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// the Valve machine sends a command "rpt_server_enable 1" to the server, indicating
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// it wishes to connect to an rpt_client.
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//
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// Step 4) Server machine receives the 'rpt_server_enable 1' command. This
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// command can only be received from IP addresses we know are at Valve,
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// and from steam clients in the Valve group. This will turn cheats on on the
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// server and will forward a message to the customer machine 'rpt_connect <valve ip address>'.
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// It will only try to send this message to a client which has previously
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// enabled rpt with the 'rpt_client_enable 1' command.
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//
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// Step 5) Customer machine receives the 'rpt_connect' command. This command
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// can only work if the ip address specified comes from IP addresses we know
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// are at Valve. The customer machine then attempts to connect to the RPTClient
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// on the Valve machine, which establishes the connection to the customer
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// RPTServer. The rcon classes will handle password authentication.
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//
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// Step 6) Valve machine types rpt <console commands> which are then sent
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// to the customer machine through the custom tcp connection set up by the previous steps
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//
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// Step 7) Customer types 'rpt_password' with no password, which sends the
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// message to the server 'rpt_client_enable 0'.
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//
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// Step 8) Server receives 'rpt_client_enable 0', which marks it as not
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// willing to accept rpt connections. Future attempts to connect via
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// 'rpt_server_enable 1' will fail.
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//
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// Step 9) Valve machine types rpt_end, which sends a command 'rpt_server_enable 0'
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// to the server, which deactivates cheats on the server. It also disconnects
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// the tcp connection to the customer machine.
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//-----------------------------------------------------------------------------
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static int g_nRptClientSlot = -1;
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static int g_nRptServerSlot = -1;
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// NOTE: This is expected to be executed by the customer, using rpt_password <password>
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// This data will be stored in the client only. Server doesn't get access to the password
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// to prevent malicious servers from running nasty commands on clients
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#ifndef SWDS
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CON_COMMAND_F( rpt_password, "", FCVAR_DONTRECORD | FCVAR_HIDDEN )
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{
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if ( CommandLine()->FindParm( "-rpt" ) == 0 )
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{
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ConMsg( "This command will not work unless the game is launched with -rpt\n" );
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return;
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}
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if ( args.ArgC() > 2 )
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{
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ConMsg( "Incorrect # of arguments.\n" );
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return;
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}
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// Doesn't work on dedicated servers
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if ( NET_IsDedicated() || !NET_IsMultiplayer() || ( args.ArgC() > 2 ) )
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{
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ConMsg( "Failed!\n" );
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return;
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}
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bool bWasEnabled = RPTServer().HasPassword();
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char buf[255];
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if ( args.ArgC() == 1 )
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{
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if ( !bWasEnabled )
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return;
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RPTServer().SetPassword( NULL );
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ConMsg( "Disabling...\n" );
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Q_snprintf( buf, sizeof( buf ), "rpt_client_enable 0" );
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}
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else if ( args.ArgC() == 2 )
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{
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RPTServer().SetPassword( args.Arg( 1 ) );
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ConMsg( "New password : %s\n", args.Arg( 1 ) );
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if ( bWasEnabled )
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return;
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ConMsg( "Enabling...\n" );
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Q_snprintf( buf, sizeof( buf ), "rpt_client_enable 1" );
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}
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// Send a command to the server indicating this client can be rpted
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CCommand argsClient;
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argsClient.Tokenize( buf );
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Cmd_ForwardToServer( argsClient, true );
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}
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#endif
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// NOTE: This is autogenerated by clients typing rpt_password. The client keeps the
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// password, but tells the server it can be rpted. Only 1 client can be rpted at a time.
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CON_COMMAND_F( rpt_client_enable, "", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( args.ArgC() != 2 )
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return;
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if ( cmd_clientslot < 0 )
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return;
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CGameClient *pClient = sv.Client( cmd_clientslot );
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if ( !pClient )
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return;
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bool bEnable = ( atoi( args.Arg( 1 ) ) != 0 );
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g_nRptClientSlot = bEnable ? cmd_clientslot : -1;
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}
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void SV_NotifyRPTOfDisconnect( int nClientSlot )
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{
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if ( nClientSlot == g_nRptClientSlot )
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{
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g_nRptClientSlot = -1;
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}
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if ( nClientSlot == g_nRptServerSlot )
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{
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g_nRptServerSlot = -1;
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}
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RPTServer().SetPassword( NULL );
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#ifndef SWDS
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RPTClient().SetPassword( NULL );
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RPTClient().CloseListenSocket( );
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#endif
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}
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#ifndef SWDS
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void CL_NotifyRPTOfDisconnect( )
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{
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RPTServer().SetPassword( NULL );
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RPTClient().SetPassword( NULL );
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RPTClient().CloseListenSocket( );
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}
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#endif
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#ifndef SWDS
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// This runs on the valve client machine
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CON_COMMAND_F( rpt_start, "", FCVAR_DONTRECORD | FCVAR_HIDDEN )
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{
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if ( args.ArgC() < 2 || args.ArgC() > 3 )
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{
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ConMsg( "Incorrect # of arguments.\n" );
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return;
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}
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// Listen for connections from the customer machine
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netadr_t rptAddr = net_local_adr;
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if ( args.ArgC() == 3 )
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{
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rptAddr.SetPort( atoi( args.Arg( 2 ) ) );
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}
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else
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{
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rptAddr.SetPort( PORT_RPT_LISTEN );
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}
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RPTClient().SetPassword( args.Arg( 1 ) );
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RPTClient().CreateListenSocket( rptAddr );
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char pDir[MAX_PATH];
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#ifdef WIN32
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int nDay, nMonth, nYear;
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GetCurrentDate( &nDay, &nMonth, &nYear );
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Q_snprintf( pDir, sizeof(pDir), "rpt/%d_%d_%d", nMonth, nDay, nYear );
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#elif POSIX
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time_t now = time(NULL);
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struct tm *tm = localtime( &now );
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Q_snprintf( pDir, sizeof(pDir), "rpt/%d_%d_%d", tm->tm_mon, tm->tm_wday, tm->tm_year + 1900 );
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#else
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#error
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#endif
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RPTClient().SetRemoteFileDirectory( pDir );
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// Send a command to the server indicating we want to connect to a remote client
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char pBuf[256];
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Q_snprintf( pBuf, sizeof(pBuf), "rpt_server_enable 1 %s\n", rptAddr.ToString() );
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CCommand argsClient;
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argsClient.Tokenize( pBuf );
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Cmd_ForwardToServer( argsClient, true );
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}
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CON_COMMAND_F( rpt_end, "", FCVAR_DONTRECORD | FCVAR_HIDDEN )
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{
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if ( args.ArgC() != 1 )
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{
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ConMsg( "Incorrect # of arguments.\n" );
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return;
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}
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RPTClient().SetPassword( NULL );
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RPTClient().CloseListenSocket( );
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// Send a command to the server indicating we want to disconnect from a remote client
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char pBuf[256];
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Q_snprintf( pBuf, sizeof(pBuf), "rpt_server_enable 0\n" );
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CCommand argsClient;
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argsClient.Tokenize( pBuf );
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Cmd_ForwardToServer( argsClient, true );
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}
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#endif
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// This is the steam id for user 'remote_perf_test'. See wiki for password.
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// http://intranet.valvesoftware.com/wiki/index.php/Debugging_problems_on_customer_machines
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static uint64 s_ValveMask = 0xFAB2423BFFA352AFull;
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static uint64 s_pValveIDs[] =
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{
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76561197995463203ll ^ s_ValveMask,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static bool IsValveIPAddress( const netadr_t &adr )
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{
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// Only accept this from clients inside of valve
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netadr_t valveIP1, valveIP2;
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valveIP1.SetIP( 0xCF, 0xAD, 0xB2, 0xFF );
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valveIP2.SetIP( 0xCF, 0xAD, 0xB3, 0xFF );
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return ( adr.CompareClassCAdr( valveIP1 ) || adr.CompareClassCAdr( valveIP2 ) || adr.IsLoopback() );
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}
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static bool PlayerIsValveEmployee( int nClientSlot )
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{
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CGameClient *pClient = sv.Client( nClientSlot );
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if ( !pClient )
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return false;
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const netadr_t& adr = pClient->m_NetChannel->GetRemoteAddress();
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if ( !IsValveIPAddress( adr ) )
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return false;
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// If Steam is running and connected to beta, player is valve
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if ( k_EUniverseBeta == GetSteamUniverse() )
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return true;
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if ( !pClient->IsFullyAuthenticated() )
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return false;
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player_info_t pi;
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if ( !sv.GetPlayerInfo( nClientSlot, &pi ) )
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return false;
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if ( !pi.friendsID )
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return false;
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CSteamID steamIDForPlayer( pi.friendsID, 1, k_EUniversePublic, k_EAccountTypeIndividual );
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for ( int i = 0; i < ARRAYSIZE(s_pValveIDs); i++ )
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{
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if ( steamIDForPlayer.ConvertToUint64() == (s_pValveIDs[i] ^ s_ValveMask) )
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return true;
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}
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return false;
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}
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// NOTE: This is expected to be called on the server as a result of rpt running
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CON_COMMAND_F( rpt_server_enable, "", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( args.ArgC() != 5 && args.ArgC() != 2 )
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return;
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if ( cmd_clientslot < 0 )
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return;
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if ( g_nRptServerSlot >= 0 && g_nRptServerSlot != cmd_clientslot )
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return;
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if ( !PlayerIsValveEmployee( cmd_clientslot ) )
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return;
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if ( g_nRptClientSlot < 0 )
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{
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ConMsg( "No valid clients.\n" );
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g_nRptServerSlot = -1;
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return;
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}
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bool bEnable = atoi( args.Arg( 1 ) ) != 0;
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if ( !bEnable )
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{
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g_nRptServerSlot = -1;
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return;
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}
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// Tell the customer machine to connect to the ip specified if the password matches
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CGameClient *pClient = sv.Client( cmd_clientslot );
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netadr_t adr( args.Arg( 2 ) );
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netadr_t adrClient = pClient->m_NetChannel->GetRemoteAddress();
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if ( !adrClient.IsLoopback() && !adr.CompareAdr( adrClient, true ) )
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{
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ConMsg( "Invalid server IP address.\n" );
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return;
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}
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adr.SetPort( atoi( args.Arg( 4 ) ) );
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// NOTE: Trickiness. Need to activate cheats, and that *must* be controlled via
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// the server in a method protected by IP checks.
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if ( g_nRptServerSlot < 0 )
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{
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g_nRptServerSlot = cmd_clientslot;
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}
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char pBuf[256];
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Q_snprintf( pBuf, sizeof(pBuf), "rpt_connect %s\n", adr.ToString() );
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SV_ExecuteRemoteCommand( pBuf, g_nRptClientSlot );
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}
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#ifndef SWDS
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// NOTE: This executes on the client, and is generated by the server automatically
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// when another client tries to connect
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CON_COMMAND_F( rpt_connect, "", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_SERVER_CAN_EXECUTE )
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{
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if ( CommandLine()->FindParm( "-rpt" ) == 0 )
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return;
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if ( args.ArgC() != 4 )
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return;
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const char *pAddress = args.Arg( 1 );
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netadr_t adr( pAddress );
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adr.SetPort( atoi( args.Arg( 3 ) ) );
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// Only accept this from clients inside of valve
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if ( !IsValveIPAddress( adr ) )
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return;
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RPTServer().ConnectToListeningClient( adr, true );
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}
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// Method to run rcon commands on an rpt-controlled machine
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CON_COMMAND_F( rpt, "Issue an rpt command.", FCVAR_DONTRECORD | FCVAR_HIDDEN )
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{
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char message[1024]; // Command message
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char szParam[ 256 ];
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message[0] = 0;
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for (int i=1 ; i<args.ArgC() ; i++)
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{
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const char *pParam = args[i];
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// put quotes around empty arguments so we can pass things like this: rcon sv_password ""
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// otherwise the "" on the end is lost
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if ( strchr( pParam, ' ' ) || ( Q_strlen( pParam ) == 0 ) )
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{
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Q_snprintf( szParam, sizeof( szParam ), "\"%s\"", pParam );
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Q_strncat( message, szParam, sizeof( message ), COPY_ALL_CHARACTERS );
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}
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else
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{
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Q_strncat( message, pParam, sizeof( message ), COPY_ALL_CHARACTERS );
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}
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if ( i != ( args.ArgC() - 1 ) )
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{
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Q_strncat (message, " ", sizeof( message ), COPY_ALL_CHARACTERS);
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}
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}
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RPTClient().SendCmd( message );
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}
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#endif // SWDS
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#endif // ENABLE_RPT
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