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https://github.com/nillerusr/source-engine.git
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237 lines
7.8 KiB
C++
237 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Holds the CGCSession class
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//
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//=============================================================================
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#ifndef GCSESSION_H
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#define GCSESSION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "scheduledfunction.h"
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#include "framefunction.h"
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#include "gcsdk/gc_sharedobjectcache.h"
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namespace GCSDK
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{
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class CGCGSSession;
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// Spew group for anything related to sessions
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extern CGCEmitGroup g_EGSessions;
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//-----------------------------------------------------------------------------
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// Utility class to handle rate limiting based upon a steam ID and message using two console variables to control rate
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//-----------------------------------------------------------------------------
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//utility class to handle rate limiting based upon a steam ID
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class CSteamIDRateLimit
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{
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public:
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CSteamIDRateLimit( const GCConVar& cvNumPerPeriod, const GCConVar* pcvPeriodS = NULL );
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~CSteamIDRateLimit();
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//given a steam ID, this will determine if it should be rate limited
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bool BIsRateLimited( CSteamID steamID, uint32 unMsgType );
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//frame function to clear the list after a period of time
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bool OnFrameFn( const CLimitTimer& timer );
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private:
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//the last time we cleared our list
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RTime32 m_LastClear;
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//the frame function so we can detect when we need to clear
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CFrameFunction< CSteamIDRateLimit> m_FrameFunction;
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//the map of messages we have tracked for each user
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CUtlHashMapLarge< CSteamID, uint32 > m_Msgs;
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//the console variables that track the time window and the messages allowed
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const GCConVar& m_cvNumPerPeriod;
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const GCConVar* m_pcvPeriodS;
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};
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//------------------------------------------------------------------------------------------
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// CMsgRateLimitTracker
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// A utility class to track when messages go over so that we can see users/msgs that are being spammed
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//------------------------------------------------------------------------------------------
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class CMsgRateLimitTracker
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{
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public:
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CMsgRateLimitTracker();
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//called to track a message that was rate limited
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void TrackRateLimitedMsg( const CSteamID steamID, MsgType_t eMsgType );
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//called to report the collected rate limiting stats
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void ReportMsgStats() const;
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void ReportTopUsers( uint32 nMinMsgs, uint32 nListTop ) const;
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void ReportUserStats() const;
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//called to clear all collected stats
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void ClearStats();
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private:
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//the time we started collecting stats at
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RTime32 m_StartTime;
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//map detailing the number of messages of each type that have been dropped
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CUtlHashMapLarge< MsgType_t, uint32 > m_MsgStats;
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CUtlHashMapLarge< CSteamID, uint32 > m_UserStats;
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};
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extern CMsgRateLimitTracker g_RateLimitTracker;
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//-----------------------------------------------------------------------------
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// Purpose: Base class for sessions in the GC
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//-----------------------------------------------------------------------------
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class CGCSession
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{
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public:
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CGCSession( const CSteamID & steamID, CGCSharedObjectCache *pCache );
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virtual ~CGCSession();
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const CSteamID & GetSteamID() const { return m_steamID; }
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const CGCSharedObjectCache *GetSOCache() const { return m_pSOCache; }
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CGCSharedObjectCache *GetSOCache() { return m_pSOCache; }
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void RemoveSOCache() { m_pSOCache = NULL; }
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EOSType GetOSType() const { return m_osType; };
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bool IsTestSession() const { return m_bIsTestSession; }
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uint32 GetIPPublic() const { return m_unIPPublic; }
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bool IsSecure() const { return m_bIsSecure; }
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bool BIsShuttingDown() const { return m_bIsShuttingDown; }
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void SetIsShuttingDown( bool bIsShuttingDown ) { m_bIsShuttingDown = bIsShuttingDown; }
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virtual void Dump( bool bFull = true ) const = 0;
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bool BRateLimitMessage( MsgType_t unMsgType );
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CJobTime GetLastPingSendTime() const { return m_jtTimeSentPing; }
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CJobTime GetLastMessageReceiveTime() const { return m_jtLastMessageReceived; }
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void SendPing() const;
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virtual void MarkAccess() { }
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virtual void Run();
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virtual void YieldingSOCacheReloaded() {}
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, const char *pchName );
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#endif // DBGFLAG_VALIDATE
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// Geolocation
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bool HasGeoLocation() const { return m_haveGeoLocation; }
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bool GetGeoLocation( float &latitude, float &longittude ) const;
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virtual void SetGeoLocation( float latitude, float longittude );
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//track whether or not this session has been initialized or not
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bool BIsInitialized() const { return m_bInitialized; }
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void SetInitialized( bool b ) { m_bInitialized = b; }
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private:
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CSteamID m_steamID;
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CGCSharedObjectCache *m_pSOCache;
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// Tracks how many messages we've gotten this second so we can block attacks
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RTime32 m_rtLastMessageReceived;
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uint32 m_unMessagesRecievedThisSecond;
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CJobTime m_jtLastMessageReceived;
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// This is mutable because we update it when we send pings, but sending a
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// ping to a user/server isn't really a session changing event, so we don't
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// want to require locking the session to ping it and update its last
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// sent ping time.
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mutable CJobTime m_jtTimeSentPing;
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EOSType m_osType : 16;
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bool m_bIsShuttingDown : 1;
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bool m_bIsTestSession : 1;
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bool m_bIsSecure : 1;
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bool m_bInitialized : 1;
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protected:
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bool m_haveGeoLocation : 1;
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float m_flLatitude;
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float m_flLongitude;
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uint32 m_unIPPublic;
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friend class CGCBase;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base class for user sessions in the GC
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//-----------------------------------------------------------------------------
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class CGCUserSession : public CGCSession
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{
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public:
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CGCUserSession( const CSteamID & steamID, CGCSharedObjectCache *pCache ) : CGCSession( steamID, pCache ) { }
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virtual ~CGCUserSession();
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virtual bool BInit();
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const CSteamID &GetSteamIDGS() const { return m_steamIDGS; }
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const CSteamID &GetSteamIDGSPrev() const { return m_steamIDGSPrev; }
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virtual bool BSetServer( const CSteamID &steamIDGS );
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virtual bool BLeaveServer();
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virtual void Dump( bool bFull = true ) const;
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private:
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CSteamID m_steamIDGS;
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CSteamID m_steamIDGSPrev;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base class for gameserver sessions in the GC
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//-----------------------------------------------------------------------------
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class CGCGSSession : public CGCSession
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{
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public:
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CGCGSSession( const CSteamID & steamID, CGCSharedObjectCache *pCache, uint32 unServerAddr, uint16 usServerPort ) ;
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virtual ~CGCGSSession();
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uint32 GetAddr() const { return m_unServerAddr; }
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uint16 GetPort() const { return m_usServerPort; }
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void SetIPAndPort( uint32 unServerAddr, uint16 usServerPort );
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int GetUserCount() const { return m_vecUsers.Count(); }
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CSteamID GetUserID( int nIndex ) const { return m_vecUsers[nIndex]; }
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// Manages users on the server. It is very important that these are not
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// virtual and not yielding. For custom behavior override the Pre*() hooks below
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bool BAddUser( const CSteamID &steamIDUser );
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bool BRemoveUser( const CSteamID &steamIDUser );
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void RemoveAllUsers();
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virtual void Dump( bool bFull = true ) const;
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protected:
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// Hooks to trigger custom behavior when users are added and removed. It is
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// very important that these do not yield. If you need to yield, start a job instead
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virtual void PreAddUser( const CSteamID &steamIDUser ) {}
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virtual void PostAddUser( const CSteamID &steamIDUser ) {}
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virtual void PreRemoveUser( const CSteamID &steamIDUser ) {}
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virtual void PostRemoveUser( const CSteamID &steamIDUser ) {}
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virtual void PreRemoveAllUsers() {}
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virtual void PostRemoveAllUsers() {}
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public:
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float m_lastUpdateTime; // Last time we received a message from the server
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, const char *pchName );
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#endif // DBGFLAG_VALIDATE
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protected:
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CUtlVector<CSteamID> m_vecUsers;
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// These are the address of the server as connected to Steam
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uint32 m_unServerAddr;
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uint16 m_usServerPort;
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};
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} // namespace GCSDK
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#endif // GCSESSION_H
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