mirror of
https://github.com/nillerusr/source-engine.git
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1736 lines
43 KiB
C++
1736 lines
43 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: baseclient.cpp: implementation of the CBaseClient class.
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//
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//===========================================================================//
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#include "client_pch.h"
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#include "tier0/etwprof.h"
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#include "eiface.h"
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#include "baseclient.h"
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#include "server.h"
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#include "host.h"
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#include "networkstringtable.h"
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#include "framesnapshot.h"
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#include "GameEventManager.h"
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#include "LocalNetworkBackdoor.h"
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#include "dt_send_eng.h"
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#ifndef SWDS
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#include "vgui_baseui_interface.h"
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#endif
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#include "sv_remoteaccess.h" // NotifyDedicatedServerUI()
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#include "MapReslistGenerator.h"
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#include "sv_steamauth.h"
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#include "matchmaking.h"
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#include "iregistry.h"
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#include "sv_main.h"
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#include "hltvserver.h"
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#include <ctype.h>
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#if defined( REPLAY_ENABLED )
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#include "replay_internal.h"
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#endif
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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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extern IServerGameDLL *serverGameDLL;
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extern ConVar tv_enable;
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ConVar sv_namechange_cooldown_seconds( "sv_namechange_cooldown_seconds", "30.0", FCVAR_NONE, "When a client name change is received, wait N seconds before allowing another name change" );
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ConVar sv_netspike_on_reliable_snapshot_overflow( "sv_netspike_on_reliable_snapshot_overflow", "0", FCVAR_NONE, "If nonzero, the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow" );
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ConVar sv_netspike_sendtime_ms( "sv_netspike_sendtime_ms", "0", FCVAR_NONE, "If nonzero, the server will dump a netspike trace if it takes more than N ms to prepare a snapshot to a single client. This feature does take some CPU cycles, so it should be left off when not in use." );
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ConVar sv_netspike_output( "sv_netspike_output", "1", FCVAR_NONE, "Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log" );
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CBaseClient::CBaseClient()
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{
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// init all pointers
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m_NetChannel = NULL;
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m_ConVars = NULL;
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m_Server = NULL;
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m_pBaseline = NULL;
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m_bIsHLTV = false;
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#if defined( REPLAY_ENABLED )
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m_bIsReplay = false;
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#endif
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m_bConVarsChanged = false;
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m_bInitialConVarsSet = false;
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m_bSendServerInfo = false;
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m_bFullyAuthenticated = false;
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m_fTimeLastNameChange = 0.0;
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m_szPendingNameChange[0] = '\0';
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m_bReportFakeClient = true;
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m_iTracing = 0;
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m_bPlayerNameLocked = false;
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}
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CBaseClient::~CBaseClient()
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{
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}
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void CBaseClient::SetRate(int nRate, bool bForce )
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{
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if ( m_NetChannel )
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m_NetChannel->SetDataRate( nRate );
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}
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int CBaseClient::GetRate( void ) const
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{
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if ( m_NetChannel )
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{
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return m_NetChannel->GetDataRate();
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}
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else
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{
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return 0;
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}
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}
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bool CBaseClient::FillUserInfo( player_info_s &userInfo )
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{
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Q_memset( &userInfo, 0, sizeof(userInfo) );
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if ( !m_Name[0] || !IsConnected() )
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return false; // inactive user, no more data available
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Q_strncpy( userInfo.name, GetClientName(), MAX_PLAYER_NAME_LENGTH );
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V_strcpy_safe( userInfo.guid, GetNetworkIDString() );
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userInfo.friendsID = m_nFriendsID;
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Q_strncpy( userInfo.friendsName, m_FriendsName, sizeof(m_FriendsName) );
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userInfo.userID = GetUserID();
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userInfo.fakeplayer = IsFakeClient();
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userInfo.ishltv = IsHLTV();
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#if defined( REPLAY_ENABLED )
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userInfo.isreplay = IsReplay();
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#endif
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for( int i=0; i< MAX_CUSTOM_FILES; i++ )
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userInfo.customFiles[i] = m_nCustomFiles[i].crc;
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userInfo.filesDownloaded = m_nFilesDownloaded;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send text to client
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// Input : *fmt -
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// ... -
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//-----------------------------------------------------------------------------
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void CBaseClient::ClientPrintf (const char *fmt, ...)
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{
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if ( !m_NetChannel )
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{
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return;
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}
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va_list argptr;
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char string[1024];
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va_start (argptr,fmt);
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Q_vsnprintf (string, sizeof( string ), fmt,argptr);
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va_end (argptr);
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SVC_Print print(string);
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m_NetChannel->SendNetMsg( print );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send text to client
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// Input : *fmt -
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// ... -
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//-----------------------------------------------------------------------------
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bool CBaseClient::SendNetMsg(INetMessage &msg, bool bForceReliable)
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{
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if ( !m_NetChannel )
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{
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return true;
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}
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int nStartBit = m_NetChannel->GetNumBitsWritten( msg.IsReliable() || bForceReliable );
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bool bret = m_NetChannel->SendNetMsg( msg, bForceReliable );
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if ( IsTracing() )
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{
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int nBits = m_NetChannel->GetNumBitsWritten( msg.IsReliable() || bForceReliable ) - nStartBit;
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TraceNetworkMsg( nBits, "NetMessage %s", msg.GetName() );
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}
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return bret;
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}
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char const *CBaseClient::GetUserSetting(char const *pchCvar) const
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{
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if ( !m_ConVars || !pchCvar || !pchCvar[0] )
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{
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return "";
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}
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const char * value = m_ConVars->GetString( pchCvar, "" );
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if ( value[0]==0 )
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{
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// check if this var even existed
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if ( m_ConVars->GetDataType( pchCvar ) == KeyValues::TYPE_NONE )
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{
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DevMsg( "GetUserSetting: cvar '%s' unknown.\n", pchCvar );
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}
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}
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return value;
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}
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void CBaseClient::SetUserCVar( const char *pchCvar, const char *value)
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{
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if ( !pchCvar || !value )
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return;
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// Name is handled differently
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if ( !Q_stricmp( pchCvar, "name") )
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{
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//Msg("CBaseClient::SetUserCVar[index=%d]('name', '%s')\n", m_nClientSlot, value );
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ClientRequestNameChange( value );
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return;
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}
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m_ConVars->SetString( pchCvar, value );
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}
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void CBaseClient::SetUpdateRate(int udpaterate, bool bForce)
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{
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udpaterate = clamp( udpaterate, 1, 100 );
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m_fSnapshotInterval = 1.0f / udpaterate;
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}
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int CBaseClient::GetUpdateRate(void) const
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{
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if ( m_fSnapshotInterval > 0 )
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return (int)(1.0f/m_fSnapshotInterval);
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else
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return 0;
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}
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void CBaseClient::FreeBaselines()
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{
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if ( m_pBaseline )
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{
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m_pBaseline->ReleaseReference();
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m_pBaseline = NULL;
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}
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m_nBaselineUpdateTick = -1;
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m_nBaselineUsed = 0;
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m_BaselinesSent.ClearAll();
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}
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void CBaseClient::Clear()
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{
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// Throw away any residual garbage in the channel.
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if ( m_NetChannel )
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{
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m_NetChannel->Shutdown("Disconnect by server.\n");
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m_NetChannel = NULL;
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}
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if ( m_ConVars )
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{
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m_ConVars->deleteThis();
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m_ConVars = NULL;
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}
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FreeBaselines();
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// This used to be a memset, but memset will screw up any embedded classes
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// and we want to preserve some things like index.
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m_nSignonState = SIGNONSTATE_NONE;
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m_nDeltaTick = -1;
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m_nSignonTick = 0;
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m_nStringTableAckTick = 0;
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m_pLastSnapshot = NULL;
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m_nForceWaitForTick = -1;
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m_bFakePlayer = false;
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m_bIsHLTV = false;
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#if defined( REPLAY_ENABLED )
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m_bIsReplay = false;
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#endif
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m_fNextMessageTime = 0;
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m_fSnapshotInterval = 0;
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m_bReceivedPacket = false;
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m_UserID = 0;
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m_Name[0] = 0;
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m_nFriendsID = 0;
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m_FriendsName[0] = 0;
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m_nSendtableCRC = 0;
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m_nBaselineUpdateTick = -1;
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m_nBaselineUsed = 0;
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m_nFilesDownloaded = 0;
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m_bConVarsChanged = false;
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m_bSendServerInfo = false;
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m_bFullyAuthenticated = false;
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m_fTimeLastNameChange = 0.0;
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m_szPendingNameChange[0] = '\0';
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Q_memset( m_nCustomFiles, 0, sizeof(m_nCustomFiles) );
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}
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bool CBaseClient::SetSignonState(int state, int spawncount)
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{
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MDLCACHE_COARSE_LOCK_(g_pMDLCache);
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switch( m_nSignonState )
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{
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case SIGNONSTATE_CONNECTED : // client is connected, leave client in this state and let SendPendingSignonData do the rest
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m_bSendServerInfo = true;
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break;
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case SIGNONSTATE_NEW : // client got server info, send prespawn datam_Client->SendServerInfo()
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if ( !SendSignonData() )
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return false;
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break;
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case SIGNONSTATE_PRESPAWN : SpawnPlayer();
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break;
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case SIGNONSTATE_SPAWN : ActivatePlayer();
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break;
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case SIGNONSTATE_FULL : OnSignonStateFull();
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break;
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case SIGNONSTATE_CHANGELEVEL: break;
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}
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return true;
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}
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void CBaseClient::Reconnect( void )
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{
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ConMsg("Forcing client reconnect (%i)\n", m_nSignonState );
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m_NetChannel->Clear();
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m_nSignonState = SIGNONSTATE_CONNECTED;
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NET_SignonState signon( m_nSignonState, -1 );
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m_NetChannel->SendNetMsg( signon );
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}
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void CBaseClient::Inactivate( void )
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{
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FreeBaselines();
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m_nDeltaTick = -1;
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m_nSignonTick = 0;
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m_nStringTableAckTick = 0;
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m_pLastSnapshot = NULL;
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m_nForceWaitForTick = -1;
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m_nSignonState = SIGNONSTATE_CHANGELEVEL;
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if ( m_NetChannel )
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{
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// don't do that for fakeclients
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m_NetChannel->Clear();
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if ( NET_IsMultiplayer() )
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{
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NET_SignonState signon( m_nSignonState, m_Server->GetSpawnCount() );
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SendNetMsg( signon );
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// force sending message now
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m_NetChannel->Transmit();
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}
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}
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// don't receive event messages anymore
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g_GameEventManager.RemoveListener( this );
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}
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//---------------------------------------------------------------------------
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// Purpose: Determine whether or not a character should be ignored in a player's name.
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//---------------------------------------------------------------------------
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inline bool BIgnoreCharInName ( unsigned char cChar, bool bIsFirstCharacter )
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{
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// Don't copy '%' or '~' chars across
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// Don't copy '#' chars across if they would go into the first position in the name
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// Don't allow color codes ( less than COLOR_MAX )
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return cChar == '%' || cChar == '~' || cChar < 0x09 || ( bIsFirstCharacter && cChar == '#' );
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}
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void ValidateName( char *pszName, int nBuffSize )
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{
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if ( !pszName )
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return;
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// did we get an empty string for the name?
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if ( Q_strlen( pszName ) <= 0 )
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{
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Q_snprintf( pszName, nBuffSize, "unnamed" );
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}
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else
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{
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Q_RemoveAllEvilCharacters( pszName );
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const unsigned char *pChar = (unsigned char *)pszName;
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// also skip characters we're going to ignore
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while ( *pChar && ( isspace(*pChar) || BIgnoreCharInName( *pChar, true ) ) )
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{
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++pChar;
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}
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// did we get all the way to the end of the name without a non-whitespace character?
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if ( *pChar == '\0' )
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{
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Q_snprintf( pszName, nBuffSize, "unnamed" );
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}
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}
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}
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void CBaseClient::SetName(const char * playerName)
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{
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char name[MAX_PLAYER_NAME_LENGTH];
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Q_strncpy( name, playerName, sizeof(name) );
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// Clear any pending name change
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m_szPendingNameChange[0] = '\0';
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// quick check to make sure the name isn't empty or full of whitespace
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ValidateName( name, sizeof(name) );
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if ( Q_strncmp( name, m_Name, sizeof(m_Name) ) == 0 )
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return; // didn't change
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int i;
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int dupc = 1;
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char *p, *val;
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char newname[MAX_PLAYER_NAME_LENGTH];
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// remove evil char '%'
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char *pFrom = (char *)name;
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char *pTo = m_Name;
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char *pLimit = &m_Name[sizeof(m_Name)-1];
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while ( *pFrom && pTo < pLimit )
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{
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// Don't copy '%' or '~' chars across
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// Don't copy '#' chars across if they would go into the first position in the name
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// Don't allow color codes ( less than COLOR_MAX )
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if ( !BIgnoreCharInName( *pFrom, pTo == &m_Name[0] ) )
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{
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*pTo++ = *pFrom;
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}
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pFrom++;
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}
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*pTo = 0;
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Assert( m_Name[ 0 ] != '\0' ); // this should've been caught by ValidateName
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if ( m_Name[ 0 ] == '\0' )
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{
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V_strncpy( m_Name, "unnamed", sizeof(m_Name) );
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}
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val = m_Name;
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// Don't care about duplicate names on the xbox. It can only occur when a player
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// is reconnecting after crashing, and we don't want to ever show the (X) then.
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if ( !IsX360() )
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{
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// Check to see if another user by the same name exists
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while ( true )
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{
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for ( i = 0; i < m_Server->GetClientCount(); i++ )
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{
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IClient *client = m_Server->GetClient( i );
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if( !client->IsConnected() || client == this )
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continue;
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// If it's 2 bots they're allowed to have matching names, otherwise there's a conflict
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if( !Q_stricmp( client->GetClientName(), val ) && !( IsFakeClient() && client->IsFakeClient() ) )
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{
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CBaseClient *pClient = dynamic_cast< CBaseClient* >( client );
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if ( IsFakeClient() && pClient )
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{
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// We're a bot so we get to keep the name... change the other guy
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pClient->m_Name[ 0 ] = '\0';
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pClient->SetName( val );
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}
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else
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{
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break;
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}
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}
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}
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if (i >= m_Server->GetClientCount())
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break;
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p = val;
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if (val[0] == '(')
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{
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if (val[2] == ')')
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{
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p = val + 3;
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}
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else if (val[3] == ')') //assumes max players is < 100
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{
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p = val + 4;
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}
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}
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Q_snprintf(newname, sizeof(newname), "(%d)%-.*s", dupc++, MAX_PLAYER_NAME_LENGTH - 4, p );
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Q_strncpy(m_Name, newname, sizeof(m_Name));
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val = m_Name;
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}
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}
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m_ConVars->SetString( "name", m_Name );
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m_bConVarsChanged = true;
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m_Server->UserInfoChanged( m_nClientSlot );
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}
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void CBaseClient::ActivatePlayer()
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{
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COM_TimestampedLog( "CBaseClient::ActivatePlayer" );
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// tell server to update the user info table (if not already done)
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m_Server->UserInfoChanged( m_nClientSlot );
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m_nSignonState = SIGNONSTATE_FULL;
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MapReslistGenerator().OnPlayerSpawn();
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#ifndef _XBOX
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// update the UI
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NotifyDedicatedServerUI("UpdatePlayers");
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#endif
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}
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void CBaseClient::SpawnPlayer( void )
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{
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COM_TimestampedLog( "CBaseClient::SpawnPlayer" );
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if ( !IsFakeClient() )
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{
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// free old baseline snapshot
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FreeBaselines();
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// create baseline snapshot for real clients
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m_pBaseline = framesnapshotmanager->CreateEmptySnapshot( 0, MAX_EDICTS );
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}
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// Set client clock to match server's
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NET_Tick tick( m_Server->GetTick(), host_frametime_unbounded, host_frametime_stddeviation );
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SendNetMsg( tick, true );
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// Spawned into server, not fully active, though
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m_nSignonState = SIGNONSTATE_SPAWN;
|
|
NET_SignonState signonState (m_nSignonState, m_Server->GetSpawnCount() );
|
|
SendNetMsg( signonState );
|
|
}
|
|
|
|
bool CBaseClient::SendSignonData( void )
|
|
{
|
|
COM_TimestampedLog( " CBaseClient::SendSignonData" );
|
|
#ifndef SWDS
|
|
EngineVGui()->UpdateProgressBar(PROGRESS_SENDSIGNONDATA);
|
|
#endif
|
|
|
|
if ( m_Server->m_Signon.IsOverflowed() )
|
|
{
|
|
Host_Error( "Signon buffer overflowed %i bytes!!!\n", m_Server->m_Signon.GetNumBytesWritten() );
|
|
return false;
|
|
}
|
|
|
|
m_NetChannel->SendData( m_Server->m_Signon );
|
|
|
|
m_nSignonState = SIGNONSTATE_PRESPAWN;
|
|
NET_SignonState signonState( m_nSignonState, m_Server->GetSpawnCount() );
|
|
|
|
return m_NetChannel->SendNetMsg( signonState );
|
|
}
|
|
|
|
void CBaseClient::Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge )
|
|
{
|
|
COM_TimestampedLog( "CBaseClient::Connect" );
|
|
#ifndef SWDS
|
|
EngineVGui()->UpdateProgressBar(PROGRESS_SIGNONCONNECT);
|
|
#endif
|
|
Clear();
|
|
|
|
m_ConVars = new KeyValues("userinfo");
|
|
m_bInitialConVarsSet = false;
|
|
|
|
m_UserID = nUserID;
|
|
|
|
SetName( szName );
|
|
m_fTimeLastNameChange = 0.0;
|
|
|
|
m_bFakePlayer = bFakePlayer;
|
|
m_NetChannel = pNetChannel;
|
|
|
|
if ( m_NetChannel && m_Server && m_Server->IsMultiplayer() )
|
|
{
|
|
m_NetChannel->SetCompressionMode( true );
|
|
}
|
|
|
|
m_clientChallenge = clientChallenge;
|
|
|
|
m_nSignonState = SIGNONSTATE_CONNECTED;
|
|
|
|
if ( bFakePlayer )
|
|
{
|
|
// Hidden fake players and the HLTV/Replay bot will get removed by CSteam3Server::SendUpdatedServerDetails.
|
|
Steam3Server().NotifyLocalClientConnect( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Drops client from server, with explanation
|
|
// Input : *cl -
|
|
// crash -
|
|
// *fmt -
|
|
// ... -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseClient::Disconnect( const char *fmt, ... )
|
|
{
|
|
va_list argptr;
|
|
char string[1024];
|
|
|
|
if ( m_nSignonState == SIGNONSTATE_NONE )
|
|
return; // no recursion
|
|
|
|
#if !defined( SWDS ) && defined( ENABLE_RPT )
|
|
SV_NotifyRPTOfDisconnect( m_nClientSlot );
|
|
#endif
|
|
|
|
#ifndef _XBOX
|
|
Steam3Server().NotifyClientDisconnect( this );
|
|
#endif
|
|
m_nSignonState = SIGNONSTATE_NONE;
|
|
|
|
// clear user info
|
|
m_Server->UserInfoChanged( m_nClientSlot );
|
|
|
|
va_start (argptr,fmt);
|
|
Q_vsnprintf (string, sizeof( string ), fmt,argptr);
|
|
va_end (argptr);
|
|
|
|
ConMsg("Dropped %s from server (%s)\n", GetClientName(), string );
|
|
|
|
// remove the client as listener
|
|
g_GameEventManager.RemoveListener( this );
|
|
|
|
// Send the remaining reliable buffer so the client finds out the server is shutting down.
|
|
if ( m_NetChannel )
|
|
{
|
|
m_NetChannel->Shutdown( string ) ;
|
|
m_NetChannel = NULL;
|
|
}
|
|
|
|
Clear(); // clear state
|
|
#ifndef _XBOX
|
|
NotifyDedicatedServerUI("UpdatePlayers");
|
|
#endif
|
|
Steam3Server().SendUpdatedServerDetails(); // Update the master server.
|
|
}
|
|
|
|
void CBaseClient::FireGameEvent( IGameEvent *event )
|
|
{
|
|
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
char buffer_data[MAX_EVENT_BYTES];
|
|
|
|
SVC_GameEvent eventMsg;
|
|
|
|
eventMsg.m_DataOut.StartWriting( buffer_data, sizeof(buffer_data) );
|
|
|
|
// create bitstream from KeyValues
|
|
if ( g_GameEventManager.SerializeEvent( event, &eventMsg.m_DataOut ) )
|
|
{
|
|
if ( m_NetChannel )
|
|
{
|
|
bool bSent = m_NetChannel->SendNetMsg( eventMsg );
|
|
if ( !bSent )
|
|
DevMsg("GameEventManager: failed to send event '%s'.\n", event->GetName() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevMsg("GameEventManager: failed to serialize event '%s'.\n", event->GetName() );
|
|
}
|
|
}
|
|
|
|
bool CBaseClient::SendServerInfo( void )
|
|
{
|
|
COM_TimestampedLog( " CBaseClient::SendServerInfo" );
|
|
|
|
// supporting smaller stack
|
|
byte *buffer = (byte *)MemAllocScratch( NET_MAX_PAYLOAD );
|
|
|
|
bf_write msg( "SV_SendServerinfo->msg", buffer, NET_MAX_PAYLOAD );
|
|
|
|
// Only send this message to developer console, or multiplayer clients.
|
|
if ( developer.GetBool() || m_Server->IsMultiplayer() )
|
|
{
|
|
char devtext[ 2048 ];
|
|
int curplayers = m_Server->GetNumClients();
|
|
|
|
Q_snprintf( devtext, sizeof( devtext ),
|
|
"\n%s\nMap: %s\nPlayers: %i / %i\nBuild: %d\nServer Number: %i\n\n",
|
|
serverGameDLL->GetGameDescription(),
|
|
m_Server->GetMapName(),
|
|
curplayers, m_Server->GetMaxClients(),
|
|
build_number(),
|
|
m_Server->GetSpawnCount() );
|
|
|
|
SVC_Print printMsg( devtext );
|
|
|
|
printMsg.WriteToBuffer( msg );
|
|
}
|
|
|
|
SVC_ServerInfo serverinfo; // create serverinfo message
|
|
|
|
serverinfo.m_nPlayerSlot = m_nClientSlot; // own slot number
|
|
|
|
m_Server->FillServerInfo( serverinfo ); // fill rest of info message
|
|
|
|
serverinfo.WriteToBuffer( msg );
|
|
|
|
if ( IsX360() && serverinfo.m_nMaxClients > 1 )
|
|
{
|
|
Msg( "Telling clients to connect" );
|
|
g_pMatchmaking->TellClientsToConnect();
|
|
}
|
|
|
|
// send first tick
|
|
m_nSignonTick = m_Server->m_nTickCount;
|
|
|
|
NET_Tick signonTick( m_nSignonTick, 0, 0 );
|
|
signonTick.WriteToBuffer( msg );
|
|
|
|
// write stringtable baselines
|
|
#ifndef SHARED_NET_STRING_TABLES
|
|
m_Server->m_StringTables->WriteBaselines( msg );
|
|
#endif
|
|
|
|
// Write replicated ConVars to non-listen server clients only
|
|
if ( !m_NetChannel->IsLoopback() )
|
|
{
|
|
NET_SetConVar convars;
|
|
Host_BuildConVarUpdateMessage( &convars, FCVAR_REPLICATED, true );
|
|
|
|
convars.WriteToBuffer( msg );
|
|
}
|
|
|
|
m_bSendServerInfo = false;
|
|
|
|
// send signon state
|
|
m_nSignonState = SIGNONSTATE_NEW;
|
|
NET_SignonState signonMsg( m_nSignonState, m_Server->GetSpawnCount() );
|
|
signonMsg.WriteToBuffer( msg );
|
|
|
|
// send server info as one data block
|
|
if ( !m_NetChannel->SendData( msg ) )
|
|
{
|
|
MemFreeScratch();
|
|
Disconnect("Server info data overflow");
|
|
return false;
|
|
}
|
|
|
|
COM_TimestampedLog( " CBaseClient::SendServerInfo(finished)" );
|
|
|
|
MemFreeScratch();
|
|
|
|
return true;
|
|
}
|
|
|
|
CClientFrame *CBaseClient::GetDeltaFrame( int nTick )
|
|
{
|
|
Assert( 0 ); // derive moe
|
|
return NULL; // CBaseClient has no delta frames
|
|
}
|
|
|
|
void CBaseClient::WriteGameSounds(bf_write &buf)
|
|
{
|
|
// CBaseClient has no events
|
|
}
|
|
|
|
void CBaseClient::ConnectionStart(INetChannel *chan)
|
|
{
|
|
REGISTER_NET_MSG( Tick );
|
|
REGISTER_NET_MSG( StringCmd );
|
|
REGISTER_NET_MSG( SetConVar );
|
|
REGISTER_NET_MSG( SignonState );
|
|
|
|
REGISTER_CLC_MSG( ClientInfo );
|
|
REGISTER_CLC_MSG( Move );
|
|
REGISTER_CLC_MSG( VoiceData );
|
|
REGISTER_CLC_MSG( BaselineAck );
|
|
REGISTER_CLC_MSG( ListenEvents );
|
|
|
|
REGISTER_CLC_MSG( RespondCvarValue );
|
|
REGISTER_CLC_MSG( FileCRCCheck );
|
|
REGISTER_CLC_MSG( FileMD5Check );
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
REGISTER_CLC_MSG( SaveReplay );
|
|
#endif
|
|
|
|
REGISTER_CLC_MSG( CmdKeyValues );
|
|
}
|
|
|
|
bool CBaseClient::ProcessTick( NET_Tick *msg )
|
|
{
|
|
m_NetChannel->SetRemoteFramerate( msg->m_flHostFrameTime, msg->m_flHostFrameTimeStdDeviation );
|
|
return UpdateAcknowledgedFramecount( msg->m_nTick );
|
|
}
|
|
|
|
bool CBaseClient::ProcessStringCmd( NET_StringCmd *msg )
|
|
{
|
|
ExecuteStringCommand( msg->m_szCommand );
|
|
return true;
|
|
}
|
|
|
|
bool CBaseClient::ProcessSetConVar( NET_SetConVar *msg )
|
|
{
|
|
for ( int i=0; i<msg->m_ConVars.Count(); i++ )
|
|
{
|
|
const char *name = msg->m_ConVars[i].name;
|
|
const char *value = msg->m_ConVars[i].value;
|
|
|
|
// Discard any convar change request if contains funky characters
|
|
bool bFunky = false;
|
|
for (const char *s = name ; *s != '\0' ; ++s )
|
|
{
|
|
if ( !V_isalnum(*s) && *s != '_' )
|
|
{
|
|
bFunky = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( bFunky )
|
|
{
|
|
Msg( "Ignoring convar change request for variable '%s' from client %s; invalid characters in the variable name\n", name, GetClientName() );
|
|
continue;
|
|
}
|
|
|
|
// "name" convar is handled differently
|
|
if ( V_stricmp( name, "name" ) == 0 )
|
|
{
|
|
ClientRequestNameChange( value );
|
|
continue;
|
|
}
|
|
|
|
// The initial set of convars must contain all client convars that are flagged userinfo. This is a simple fix to
|
|
// exploits that send bogus data later, and catches bugs (why are new userinfo convars appearing later?)
|
|
if ( m_bInitialConVarsSet && !m_ConVars->FindKey( name ) )
|
|
{
|
|
#ifndef _DEBUG // warn all the time in debug build
|
|
static double s_dblLastWarned = 0.0;
|
|
double dblTimeNow = Plat_FloatTime();
|
|
if ( dblTimeNow - s_dblLastWarned > 10 )
|
|
#endif
|
|
{
|
|
#ifndef _DEBUG
|
|
s_dblLastWarned = dblTimeNow;
|
|
#endif
|
|
Warning( "Client \"%s\" userinfo ignored: \"%s\" = \"%s\"\n",
|
|
this->GetClientName(), name, value );
|
|
}
|
|
continue;
|
|
}
|
|
|
|
m_ConVars->SetString( name, value );
|
|
|
|
// DevMsg( 1, " UserInfo update %s: %s = %s\n", m_Client->m_Name, name, value );
|
|
}
|
|
|
|
m_bConVarsChanged = true;
|
|
m_bInitialConVarsSet = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBaseClient::ProcessSignonState( NET_SignonState *msg)
|
|
{
|
|
if ( msg->m_nSignonState == SIGNONSTATE_CHANGELEVEL )
|
|
{
|
|
return true; // ignore this message
|
|
}
|
|
|
|
if ( msg->m_nSignonState > SIGNONSTATE_CONNECTED )
|
|
{
|
|
if ( msg->m_nSpawnCount != m_Server->GetSpawnCount() )
|
|
{
|
|
Reconnect();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// client must acknowledge our current state, otherwise start again
|
|
if ( msg->m_nSignonState != m_nSignonState )
|
|
{
|
|
Reconnect();
|
|
return true;
|
|
}
|
|
|
|
return SetSignonState( msg->m_nSignonState, msg->m_nSpawnCount );
|
|
}
|
|
|
|
bool CBaseClient::ProcessClientInfo( CLC_ClientInfo *msg )
|
|
{
|
|
if ( m_nSignonState != SIGNONSTATE_NEW )
|
|
{
|
|
Warning( "Dropping ClientInfo packet from client not in appropriate state\n" );
|
|
return false;
|
|
}
|
|
|
|
m_nSendtableCRC = msg->m_nSendTableCRC;
|
|
|
|
// Protect against spoofed packets claiming to be HLTV clients
|
|
if ( ( hltv && hltv->IsTVRelay() ) || tv_enable.GetBool() )
|
|
{
|
|
m_bIsHLTV = msg->m_bIsHLTV;
|
|
}
|
|
else
|
|
{
|
|
m_bIsHLTV = false;
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
m_bIsReplay = msg->m_bIsReplay;
|
|
#endif
|
|
|
|
m_nFilesDownloaded = 0;
|
|
m_nFriendsID = msg->m_nFriendsID;
|
|
Q_strncpy( m_FriendsName, msg->m_FriendsName, sizeof(m_FriendsName) );
|
|
|
|
for ( int i=0; i<MAX_CUSTOM_FILES; i++ )
|
|
{
|
|
m_nCustomFiles[i].crc = msg->m_nCustomFiles[i];
|
|
m_nCustomFiles[i].reqID = 0;
|
|
}
|
|
|
|
if ( msg->m_nServerCount != m_Server->GetSpawnCount() )
|
|
{
|
|
Reconnect(); // client still in old game, reconnect
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBaseClient::ProcessBaselineAck( CLC_BaselineAck *msg )
|
|
{
|
|
if ( msg->m_nBaselineTick != m_nBaselineUpdateTick )
|
|
{
|
|
// This occurs when there are multiple ack's queued up for processing from a client.
|
|
return true;
|
|
}
|
|
|
|
if ( msg->m_nBaselineNr != m_nBaselineUsed )
|
|
{
|
|
DevMsg("CBaseClient::ProcessBaselineAck: wrong baseline nr received (%i)\n", msg->m_nBaselineTick );
|
|
return true;
|
|
}
|
|
|
|
Assert( m_pBaseline );
|
|
|
|
// copy ents send as full updates this frame into baseline stuff
|
|
CClientFrame *frame = GetDeltaFrame( m_nBaselineUpdateTick );
|
|
if ( frame == NULL )
|
|
{
|
|
// Will get here if we have a lot of packet loss and finally receive a stale ack from
|
|
// remote client. Our "window" could be well beyond what it's acking, so just ignore the ack.
|
|
return true;
|
|
}
|
|
|
|
CFrameSnapshot *pSnapshot = frame->GetSnapshot();
|
|
|
|
if ( pSnapshot == NULL )
|
|
{
|
|
// TODO if client lags for a couple of seconds the snapshot is lost
|
|
// fix: don't remove snapshots that are labled a possible basline candidates
|
|
// or: send full update
|
|
DevMsg("CBaseClient::ProcessBaselineAck: invalid frame snapshot (%i)\n", m_nBaselineUpdateTick );
|
|
return false;
|
|
}
|
|
|
|
int index = m_BaselinesSent.FindNextSetBit( 0 );
|
|
|
|
while ( index >= 0 )
|
|
{
|
|
// get new entity
|
|
PackedEntityHandle_t hNewEntity = pSnapshot->m_pEntities[index].m_pPackedData;
|
|
if ( hNewEntity == INVALID_PACKED_ENTITY_HANDLE )
|
|
{
|
|
DevMsg("CBaseClient::ProcessBaselineAck: invalid packet handle (%i)\n", index );
|
|
return false;
|
|
}
|
|
|
|
PackedEntityHandle_t hOldEntity = m_pBaseline->m_pEntities[index].m_pPackedData;
|
|
|
|
if ( hOldEntity != INVALID_PACKED_ENTITY_HANDLE )
|
|
{
|
|
// remove reference before overwriting packed entity
|
|
framesnapshotmanager->RemoveEntityReference( hOldEntity );
|
|
}
|
|
|
|
// increase reference
|
|
framesnapshotmanager->AddEntityReference( hNewEntity );
|
|
|
|
// copy entity handle, class & serial number to
|
|
m_pBaseline->m_pEntities[index] = pSnapshot->m_pEntities[index];
|
|
|
|
// go to next entity
|
|
index = m_BaselinesSent.FindNextSetBit( index + 1 );
|
|
}
|
|
|
|
m_pBaseline->m_nTickCount = m_nBaselineUpdateTick;
|
|
|
|
// flip used baseline flag
|
|
m_nBaselineUsed = (m_nBaselineUsed==1)?0:1;
|
|
|
|
m_nBaselineUpdateTick = -1; // ready to update baselines again
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBaseClient::ProcessListenEvents( CLC_ListenEvents *msg )
|
|
{
|
|
// first remove the client as listener
|
|
g_GameEventManager.RemoveListener( this );
|
|
|
|
for ( int i=0; i < MAX_EVENT_NUMBER; i++ )
|
|
{
|
|
if ( msg->m_EventArray.Get(i) )
|
|
{
|
|
CGameEventDescriptor *descriptor = g_GameEventManager.GetEventDescriptor( i );
|
|
|
|
if ( descriptor )
|
|
{
|
|
g_GameEventManager.AddListener( this, descriptor, CGameEventManager::CLIENTSTUB );
|
|
}
|
|
else
|
|
{
|
|
DevMsg("ProcessListenEvents: game event %i not found.\n", i );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
extern int GetNetSpikeValue();
|
|
|
|
void CBaseClient::StartTrace( bf_write &msg )
|
|
{
|
|
|
|
// Should we be tracing?
|
|
m_Trace.m_nMinWarningBytes = 0;
|
|
if ( !IsHLTV() && !IsReplay() && !IsFakeClient() )
|
|
m_Trace.m_nMinWarningBytes = GetNetSpikeValue();
|
|
if ( m_iTracing < 2 )
|
|
{
|
|
if ( m_Trace.m_nMinWarningBytes <= 0 && sv_netspike_sendtime_ms.GetFloat() <= 0.0f )
|
|
{
|
|
m_iTracing = 0;
|
|
return;
|
|
}
|
|
|
|
m_iTracing = 1;
|
|
}
|
|
m_Trace.m_nStartBit = msg.GetNumBitsWritten();
|
|
m_Trace.m_nCurBit = m_Trace.m_nStartBit;
|
|
m_Trace.m_StartSendTime = Plat_FloatTime();
|
|
}
|
|
|
|
#define SERVER_PACKETS_LOG "netspike.txt"
|
|
|
|
void CBaseClient::EndTrace( bf_write &msg )
|
|
{
|
|
if ( m_iTracing == 0 )
|
|
return;
|
|
VPROF_BUDGET( "CBaseClient::EndTrace", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
|
|
int bits = m_Trace.m_nCurBit - m_Trace.m_nStartBit;
|
|
float flElapsedMs = ( Plat_FloatTime() - m_Trace.m_StartSendTime ) * 1000.0;
|
|
int nBitThreshold = m_Trace.m_nMinWarningBytes << 3;
|
|
if ( m_iTracing < 2 // not forced
|
|
&& ( nBitThreshold <= 0 || bits < nBitThreshold ) // didn't exceed data threshold
|
|
&& ( sv_netspike_sendtime_ms.GetFloat() <= 0.0f || flElapsedMs < sv_netspike_sendtime_ms.GetFloat() ) ) // didn't exceed time threshold
|
|
{
|
|
m_Trace.m_Records.RemoveAll();
|
|
m_iTracing = 0;
|
|
return;
|
|
}
|
|
|
|
CUtlBuffer logData( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
|
|
|
logData.Printf( "%f/%d Player [%s][%d][adr:%s] was sent a datagram %d bits (%8.3f bytes), took %.2fms\n",
|
|
realtime,
|
|
host_tickcount,
|
|
GetClientName(),
|
|
GetPlayerSlot(),
|
|
GetNetChannel()->GetAddress(),
|
|
bits, (float)bits / 8.0f,
|
|
flElapsedMs
|
|
);
|
|
|
|
// Write header line to the log if we aren't writing the whole thing
|
|
if ( ( sv_netspike_output.GetInt() & 2 ) == 0 )
|
|
Log("netspike: %s", logData.String() );
|
|
|
|
for ( int i = 0 ; i < m_Trace.m_Records.Count() ; ++i )
|
|
{
|
|
Spike_t &sp = m_Trace.m_Records[ i ];
|
|
logData.Printf( "%64.64s : %8d bits (%8.3f bytes)\n", sp.m_szDesc, sp.m_nBits, (float)sp.m_nBits / 8.0f );
|
|
}
|
|
|
|
if ( sv_netspike_output.GetInt() & 1 )
|
|
COM_LogString( SERVER_PACKETS_LOG, logData.String() );
|
|
if ( sv_netspike_output.GetInt() & 2 )
|
|
Log( "%s", logData.String() );
|
|
ETWMark1S( "netspike", logData.String() );
|
|
m_Trace.m_Records.RemoveAll();
|
|
m_iTracing = 0;
|
|
}
|
|
|
|
void CBaseClient::TraceNetworkData( bf_write &msg, char const *fmt, ... )
|
|
{
|
|
if ( !IsTracing() )
|
|
return;
|
|
VPROF_BUDGET( "CBaseClient::TraceNetworkData", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
char buf[ 64 ];
|
|
va_list argptr;
|
|
va_start( argptr, fmt );
|
|
Q_vsnprintf( buf, sizeof( buf ), fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
Spike_t t;
|
|
Q_strncpy( t.m_szDesc, buf, sizeof( t.m_szDesc ) );
|
|
t.m_nBits = msg.GetNumBitsWritten() - m_Trace.m_nCurBit;
|
|
m_Trace.m_Records.AddToTail( t );
|
|
m_Trace.m_nCurBit = msg.GetNumBitsWritten();
|
|
}
|
|
|
|
void CBaseClient::TraceNetworkMsg( int nBits, char const *fmt, ... )
|
|
{
|
|
if ( !IsTracing() )
|
|
return;
|
|
VPROF_BUDGET( "CBaseClient::TraceNetworkMsg", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
char buf[ 64 ];
|
|
va_list argptr;
|
|
va_start( argptr, fmt );
|
|
Q_vsnprintf( buf, sizeof( buf ), fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
Spike_t t;
|
|
Q_strncpy( t.m_szDesc, buf, sizeof( t.m_szDesc ) );
|
|
t.m_nBits = nBits;
|
|
m_Trace.m_Records.AddToTail( t );
|
|
}
|
|
|
|
void CBaseClient::SendSnapshot( CClientFrame *pFrame )
|
|
{
|
|
// never send the same snapshot twice
|
|
if ( m_pLastSnapshot == pFrame->GetSnapshot() )
|
|
{
|
|
m_NetChannel->Transmit();
|
|
return;
|
|
}
|
|
|
|
// if we send a full snapshot (no delta-compression) before, wait until client
|
|
// received and acknowledge that update. don't spam client with full updates
|
|
if ( m_nForceWaitForTick > 0 )
|
|
{
|
|
// just continue transmitting reliable data
|
|
m_NetChannel->Transmit();
|
|
return;
|
|
}
|
|
|
|
VPROF_BUDGET( "SendSnapshot", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
|
|
|
|
bool bFailedOnce = false;
|
|
write_again:
|
|
bf_write msg( "CBaseClient::SendSnapshot", m_SnapshotScratchBuffer, sizeof( m_SnapshotScratchBuffer ) );
|
|
|
|
TRACE_PACKET( ( "SendSnapshot(%d)\n", pFrame->tick_count ) );
|
|
|
|
// now create client snapshot packet
|
|
CClientFrame *deltaFrame = GetDeltaFrame( m_nDeltaTick ); // NULL if delta_tick is not found
|
|
if ( !deltaFrame )
|
|
{
|
|
// We need to send a full update and reset the instanced baselines
|
|
OnRequestFullUpdate();
|
|
}
|
|
|
|
// send tick time
|
|
NET_Tick tickmsg( pFrame->tick_count, host_frametime_unbounded, host_frametime_stddeviation );
|
|
|
|
StartTrace( msg );
|
|
|
|
tickmsg.WriteToBuffer( msg );
|
|
|
|
if ( IsTracing() )
|
|
{
|
|
TraceNetworkData( msg, "NET_Tick" );
|
|
}
|
|
|
|
#ifndef SHARED_NET_STRING_TABLES
|
|
// in LocalNetworkBackdoor mode we updated the stringtables already in SV_ComputeClientPacks()
|
|
if ( !g_pLocalNetworkBackdoor )
|
|
{
|
|
// Update shared client/server string tables. Must be done before sending entities
|
|
m_Server->m_StringTables->WriteUpdateMessage( this, GetMaxAckTickCount(), msg );
|
|
}
|
|
#endif
|
|
|
|
int nDeltaStartBit = 0;
|
|
if ( IsTracing() )
|
|
{
|
|
nDeltaStartBit = msg.GetNumBitsWritten();
|
|
}
|
|
|
|
// send entity update, delta compressed if deltaFrame != NULL
|
|
m_Server->WriteDeltaEntities( this, pFrame, deltaFrame, msg );
|
|
|
|
if ( IsTracing() )
|
|
{
|
|
int nBits = msg.GetNumBitsWritten() - nDeltaStartBit;
|
|
TraceNetworkMsg( nBits, "Total Delta" );
|
|
}
|
|
|
|
// send all unreliable temp entities between last and current frame
|
|
// send max 64 events in multi player, 255 in SP
|
|
int nMaxTempEnts = m_Server->IsMultiplayer() ? 64 : 255;
|
|
m_Server->WriteTempEntities( this, pFrame->GetSnapshot(), m_pLastSnapshot.GetObject(), msg, nMaxTempEnts );
|
|
|
|
if ( IsTracing() )
|
|
{
|
|
TraceNetworkData( msg, "Temp Entities" );
|
|
}
|
|
|
|
WriteGameSounds( msg );
|
|
|
|
// write message to packet and check for overflow
|
|
if ( msg.IsOverflowed() )
|
|
{
|
|
bool bWasTracing = IsTracing();
|
|
if ( bWasTracing )
|
|
{
|
|
TraceNetworkMsg( 0, "Finished [delta %s]", deltaFrame ? "yes" : "no" );
|
|
EndTrace( msg );
|
|
}
|
|
|
|
if ( !deltaFrame )
|
|
{
|
|
|
|
if ( !bWasTracing )
|
|
{
|
|
|
|
// Check for debugging by dumping a snapshot
|
|
if ( sv_netspike_on_reliable_snapshot_overflow.GetBool() )
|
|
{
|
|
if ( !bFailedOnce ) // shouldn't be necessary, but just in case
|
|
{
|
|
Warning(" RELIABLE SNAPSHOT OVERFLOW! Triggering trace to see what is so large\n" );
|
|
bFailedOnce = true;
|
|
m_iTracing = 2;
|
|
goto write_again;
|
|
}
|
|
m_iTracing = 0;
|
|
}
|
|
}
|
|
|
|
// if this is a reliable snapshot, drop the client
|
|
Disconnect( "ERROR! Reliable snapshot overflow." );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// unreliable snapshots may be dropped
|
|
ConMsg ("WARNING: msg overflowed for %s\n", m_Name);
|
|
msg.Reset();
|
|
}
|
|
}
|
|
|
|
// remember this snapshot
|
|
m_pLastSnapshot = pFrame->GetSnapshot();
|
|
|
|
// Don't send the datagram to fakeplayers unless sv_stressbots is on (which will make m_NetChannel non-null).
|
|
if ( m_bFakePlayer && !m_NetChannel )
|
|
{
|
|
m_nDeltaTick = pFrame->tick_count;
|
|
m_nStringTableAckTick = m_nDeltaTick;
|
|
return;
|
|
}
|
|
|
|
bool bSendOK;
|
|
|
|
// is this is a full entity update (no delta) ?
|
|
if ( !deltaFrame )
|
|
{
|
|
VPROF_BUDGET( "SendSnapshot Transmit Full", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
|
|
// transmit snapshot as reliable data chunk
|
|
bSendOK = m_NetChannel->SendData( msg );
|
|
bSendOK = bSendOK && m_NetChannel->Transmit();
|
|
|
|
// remember this tickcount we send the reliable snapshot
|
|
// so we can continue sending other updates if this has been acknowledged
|
|
m_nForceWaitForTick = pFrame->tick_count;
|
|
}
|
|
else
|
|
{
|
|
VPROF_BUDGET( "SendSnapshot Transmit Delta", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
|
|
// just send it as unreliable snapshot
|
|
bSendOK = m_NetChannel->SendDatagram( &msg ) > 0;
|
|
}
|
|
|
|
if ( bSendOK )
|
|
{
|
|
if ( IsTracing() )
|
|
{
|
|
TraceNetworkMsg( 0, "Finished [delta %s]", deltaFrame ? "yes" : "no" );
|
|
EndTrace( msg );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Disconnect( "ERROR! Couldn't send snapshot." );
|
|
}
|
|
}
|
|
|
|
bool CBaseClient::ExecuteStringCommand( const char *pCommand )
|
|
{
|
|
if ( !pCommand || !pCommand[0] )
|
|
return false;
|
|
|
|
if ( !Q_stricmp( pCommand, "demorestart" ) )
|
|
{
|
|
DemoRestart();
|
|
// trick, dont return true, so serverGameClients gets this command too
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CBaseClient::DemoRestart()
|
|
{
|
|
|
|
}
|
|
|
|
bool CBaseClient::ShouldSendMessages( void )
|
|
{
|
|
if ( !IsConnected() )
|
|
return false;
|
|
|
|
// if the reliable message overflowed, drop the client
|
|
if ( m_NetChannel && m_NetChannel->IsOverflowed() )
|
|
{
|
|
m_NetChannel->Reset();
|
|
Disconnect ("%s overflowed reliable buffer\n", m_Name );
|
|
return false;
|
|
}
|
|
|
|
// check, if it's time to send the next packet
|
|
bool bSendMessage = m_fNextMessageTime <= net_time ;
|
|
|
|
if ( !bSendMessage && !IsActive() )
|
|
{
|
|
// if we are in signon modem instantly reply if
|
|
// we got a answer and have reliable data waiting
|
|
if ( m_bReceivedPacket && m_NetChannel && m_NetChannel->HasPendingReliableData() )
|
|
{
|
|
bSendMessage = true;
|
|
}
|
|
}
|
|
|
|
if ( bSendMessage && m_NetChannel && !m_NetChannel->CanPacket() )
|
|
{
|
|
// we would like to send a message, but bandwidth isn't available yet
|
|
// tell netchannel that we are choking a packet
|
|
m_NetChannel->SetChoked();
|
|
// Record an ETW event to indicate that we are throttling.
|
|
ETWThrottled();
|
|
bSendMessage = false;
|
|
}
|
|
|
|
return bSendMessage;
|
|
}
|
|
|
|
void CBaseClient::UpdateSendState( void )
|
|
{
|
|
// wait for next incoming packet
|
|
m_bReceivedPacket = false;
|
|
|
|
// in single player mode always send messages
|
|
if ( !m_Server->IsMultiplayer() && !host_limitlocal.GetFloat() )
|
|
{
|
|
m_fNextMessageTime = net_time; // send ASAP and
|
|
m_bReceivedPacket = true; // don't wait for incoming packets
|
|
}
|
|
else if ( IsActive() ) // multiplayer mode
|
|
{
|
|
// snapshot mode: send snapshots frequently
|
|
float maxDelta = min ( m_Server->GetTickInterval(), m_fSnapshotInterval );
|
|
float delta = clamp( (float)( net_time - m_fNextMessageTime ), 0.0f, maxDelta );
|
|
m_fNextMessageTime = net_time + m_fSnapshotInterval - delta;
|
|
}
|
|
else // multiplayer signon mode
|
|
{
|
|
if ( m_NetChannel && m_NetChannel->HasPendingReliableData() &&
|
|
m_NetChannel->GetTimeSinceLastReceived() < 1.0f )
|
|
{
|
|
// if we have pending reliable data send as fast as possible
|
|
m_fNextMessageTime = net_time;
|
|
}
|
|
else
|
|
{
|
|
// signon mode: only respond on request or after 1 second
|
|
m_fNextMessageTime = net_time + 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBaseClient::UpdateUserSettings()
|
|
{
|
|
int rate = m_ConVars->GetInt( "rate", DEFAULT_RATE );
|
|
|
|
if ( sv.IsActive() )
|
|
{
|
|
// If we're running a local listen server then set the rate very high
|
|
// in order to avoid delays due to network throttling. This allows for
|
|
// easier profiling of other issues (it removes most of the frame-render
|
|
// time which can otherwise dominate profiles) and saves developer time
|
|
// by making maps and models load much faster.
|
|
if ( rate == DEFAULT_RATE )
|
|
{
|
|
// Only override the rate if the user hasn't customized it.
|
|
// The max rate should be a million or so in order to truly
|
|
// eliminate networking delays.
|
|
rate = MAX_RATE;
|
|
}
|
|
}
|
|
|
|
// set server to client network rate
|
|
SetRate( rate, false );
|
|
|
|
// set server to client update rate
|
|
SetUpdateRate( m_ConVars->GetInt( "cl_updaterate", 20), false );
|
|
|
|
SetMaxRoutablePayloadSize( m_ConVars->GetInt( "net_maxroutable", MAX_ROUTABLE_PAYLOAD ) );
|
|
|
|
m_Server->UserInfoChanged( m_nClientSlot );
|
|
|
|
m_bConVarsChanged = false;
|
|
}
|
|
|
|
void CBaseClient::ClientRequestNameChange( const char *pszNewName )
|
|
{
|
|
// This is called several times. Only show a status message the first time.
|
|
bool bShowStatusMessage = ( m_szPendingNameChange[0] == '\0' );
|
|
|
|
V_strcpy_safe( m_szPendingNameChange, pszNewName );
|
|
CheckFlushNameChange( bShowStatusMessage );
|
|
}
|
|
|
|
void CBaseClient::CheckFlushNameChange( bool bShowStatusMessage /*= false*/ )
|
|
{
|
|
if ( !IsConnected() )
|
|
return;
|
|
|
|
if ( m_szPendingNameChange[0] == '\0' )
|
|
return;
|
|
|
|
if ( m_bPlayerNameLocked )
|
|
return;
|
|
|
|
// Did they change it back to the original?
|
|
if ( !Q_strcmp( m_szPendingNameChange, m_Name ) )
|
|
{
|
|
|
|
// Nothing really pending, they already changed it back
|
|
// we had a chance to apply the other one!
|
|
m_szPendingNameChange[0] = '\0';
|
|
return;
|
|
}
|
|
|
|
// Check for throttling name changes
|
|
// Don't do it on bots
|
|
if ( !IsFakeClient() && IsNameChangeOnCooldown( bShowStatusMessage ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Set the new name
|
|
m_fTimeLastNameChange = Plat_FloatTime();
|
|
SetName( m_szPendingNameChange );
|
|
}
|
|
|
|
bool CBaseClient::IsNameChangeOnCooldown( bool bShowStatusMessage /*= false*/ )
|
|
{
|
|
// Check cooldown. The first name change is free
|
|
if ( m_fTimeLastNameChange > 0.0 )
|
|
{
|
|
// Too recent?
|
|
double timeNow = Plat_FloatTime();
|
|
double dNextChangeTime = m_fTimeLastNameChange + sv_namechange_cooldown_seconds.GetFloat();
|
|
if ( timeNow < dNextChangeTime )
|
|
{
|
|
// Cooldown period still active; throttle the name change
|
|
if ( bShowStatusMessage )
|
|
{
|
|
ClientPrintf( "You have changed your name recently, and must wait %i seconds.\n", (int)abs( timeNow - dNextChangeTime ) );
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CBaseClient::OnRequestFullUpdate()
|
|
{
|
|
VPROF_BUDGET( "CBaseClient::OnRequestFullUpdate", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
|
|
|
// client requests a full update
|
|
m_pLastSnapshot = NULL;
|
|
|
|
// free old baseline snapshot
|
|
FreeBaselines();
|
|
|
|
// and create new baseline snapshot
|
|
m_pBaseline = framesnapshotmanager->CreateEmptySnapshot( 0, MAX_EDICTS );
|
|
|
|
DevMsg("Sending full update to Client %s\n", GetClientName() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *cl -
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseClient::UpdateAcknowledgedFramecount(int tick)
|
|
{
|
|
if ( IsFakeClient() )
|
|
{
|
|
// fake clients are always fine
|
|
m_nDeltaTick = tick;
|
|
m_nStringTableAckTick = tick;
|
|
return true;
|
|
}
|
|
|
|
// are we waiting for full reliable update acknowledge
|
|
if ( m_nForceWaitForTick > 0 )
|
|
{
|
|
if ( tick > m_nForceWaitForTick )
|
|
{
|
|
// we should never get here since full updates are transmitted as reliable data now
|
|
// Disconnect("Acknowledging reliable snapshot failed.\n");
|
|
return true;
|
|
}
|
|
else if ( tick == -1 )
|
|
{
|
|
if( !m_NetChannel->HasPendingReliableData() )
|
|
{
|
|
// that's strange: we sent the client a full update, and it was fully received ( no reliable data in waiting buffers )
|
|
// but the client is requesting another full update.
|
|
//
|
|
// This can happen if they request full updates in succession really quickly (using cl_fullupdate or "record X;stop" quickly).
|
|
// There was a bug here where if we just return out, the client will have nuked its entities and we'd send it
|
|
// a supposedly uncompressed update but m_nDeltaTick was not -1, so it was delta'd and it'd miss lots of stuff.
|
|
// Led to clients getting full spectator mode radar while their player was not a spectator.
|
|
ConDMsg("Client forced immediate full update.\n");
|
|
m_nForceWaitForTick = m_nDeltaTick = -1;
|
|
OnRequestFullUpdate();
|
|
return true;
|
|
}
|
|
}
|
|
else if ( tick < m_nForceWaitForTick )
|
|
{
|
|
// keep on waiting, do nothing
|
|
return true;
|
|
}
|
|
else // ( tick == m_nForceWaitForTick )
|
|
{
|
|
// great, the client acknowledge the tick we send the full update
|
|
m_nForceWaitForTick = -1;
|
|
// continue sending snapshots...
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_nDeltaTick == -1 )
|
|
{
|
|
// we still want to send a full update, don't change delta_tick from -1
|
|
return true;
|
|
}
|
|
|
|
if ( tick == -1 )
|
|
{
|
|
OnRequestFullUpdate();
|
|
}
|
|
else
|
|
{
|
|
if ( m_nDeltaTick > tick )
|
|
{
|
|
// client already acknowledged new tick and now switch back to older
|
|
// thats not allowed since we always delete older frames
|
|
Disconnect("Client delta ticks out of order.\n");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// get acknowledged client frame
|
|
m_nDeltaTick = tick;
|
|
|
|
if ( m_nDeltaTick > -1 )
|
|
{
|
|
m_nStringTableAckTick = m_nDeltaTick;
|
|
}
|
|
|
|
if ( (m_nBaselineUpdateTick > -1) && (m_nDeltaTick > m_nBaselineUpdateTick) )
|
|
{
|
|
// server sent a baseline update, but it wasn't acknowledged yet so it was probably lost.
|
|
m_nBaselineUpdateTick = -1;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: return a string version of the userid
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetUserIDString( const USERID_t& id )
|
|
{
|
|
static char idstr[ MAX_NETWORKID_LENGTH ];
|
|
|
|
idstr[ 0 ] = 0;
|
|
|
|
switch ( id.idtype )
|
|
{
|
|
case IDTYPE_STEAM:
|
|
{
|
|
CSteamID nullID;
|
|
|
|
if ( Steam3Server().BLanOnly() && nullID == id.steamid )
|
|
{
|
|
V_strcpy_safe( idstr, "STEAM_ID_LAN" );
|
|
}
|
|
else if ( nullID == id.steamid )
|
|
{
|
|
V_strcpy_safe( idstr, "STEAM_ID_PENDING" );
|
|
}
|
|
else
|
|
{
|
|
V_sprintf_safe( idstr, "%s", id.steamid.Render() );
|
|
}
|
|
}
|
|
break;
|
|
case IDTYPE_HLTV:
|
|
{
|
|
V_strcpy_safe( idstr, "HLTV" );
|
|
}
|
|
break;
|
|
case IDTYPE_REPLAY:
|
|
{
|
|
V_strcpy_safe( idstr, "REPLAY" );
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
V_strcpy_safe( idstr, "UNKNOWN" );
|
|
}
|
|
break;
|
|
}
|
|
|
|
return idstr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: return a string version of the userid
|
|
//-----------------------------------------------------------------------------
|
|
const char *CBaseClient::GetNetworkIDString() const
|
|
{
|
|
if ( IsFakeClient() )
|
|
{
|
|
return "BOT";
|
|
}
|
|
|
|
return ( GetUserIDString( GetNetworkID() ) );
|
|
}
|
|
|
|
bool CBaseClient::IgnoreTempEntity( CEventInfo *event )
|
|
{
|
|
int iPlayerIndex = GetPlayerSlot()+1;
|
|
|
|
return !event->filter.IncludesPlayer( iPlayerIndex );
|
|
}
|
|
|
|
const USERID_t CBaseClient::GetNetworkID() const
|
|
{
|
|
USERID_t userID;
|
|
|
|
userID.steamid = m_SteamID;
|
|
userID.idtype = IDTYPE_STEAM;
|
|
|
|
return userID;
|
|
}
|
|
|
|
void CBaseClient::SetSteamID( const CSteamID &steamID )
|
|
{
|
|
m_SteamID = steamID;
|
|
}
|
|
|
|
void CBaseClient::SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize )
|
|
{
|
|
if ( m_NetChannel )
|
|
{
|
|
m_NetChannel->SetMaxRoutablePayloadSize( nMaxRoutablePayloadSize );
|
|
}
|
|
}
|
|
|
|
int CBaseClient::GetMaxAckTickCount() const
|
|
{
|
|
int nMaxTick = m_nSignonTick;
|
|
if ( m_nDeltaTick > nMaxTick )
|
|
{
|
|
nMaxTick = m_nDeltaTick;
|
|
}
|
|
if ( m_nStringTableAckTick > nMaxTick )
|
|
{
|
|
nMaxTick = m_nStringTableAckTick;
|
|
}
|
|
return nMaxTick;
|
|
}
|
|
|
|
bool CBaseClient::ProcessCmdKeyValues( CLC_CmdKeyValues *msg )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void CBaseClient::OnSignonStateFull()
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( g_pReplay && g_pServerReplayContext )
|
|
{
|
|
g_pServerReplayContext->CreateSessionOnClient( m_nClientSlot );
|
|
}
|
|
#endif
|
|
}
|