1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "server.h"
#ifdef USE_VOIP
cvar_t *sv_voip;
#endif
serverStatic_t svs; // persistant server info
server_t sv; // local server
vm_t *gvm = NULL; // game virtual machine
cvar_t *sv_fps = NULL; // time rate for running non-clients
cvar_t *sv_timeout; // seconds without any message
cvar_t *sv_zombietime; // seconds to sink messages after disconnect
cvar_t *sv_rconPassword; // password for remote server commands
cvar_t *sv_privatePassword; // password for the privateClient slots
cvar_t *sv_allowDownload;
cvar_t *sv_maxclients;
cvar_t *sv_privateClients; // number of clients reserved for password
cvar_t *sv_hostname;
cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
cvar_t *sv_showloss; // report when usercmds are lost
cvar_t *sv_padPackets; // add nop bytes to messages
cvar_t *sv_killserver; // menu system can set to 1 to shut server down
cvar_t *sv_mapname;
cvar_t *sv_mapChecksum;
cvar_t *sv_serverid;
cvar_t *sv_minRate;
cvar_t *sv_maxRate;
cvar_t *sv_minPing;
cvar_t *sv_maxPing;
cvar_t *sv_pure;
cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
cvar_t *sv_dequeuePeriod;
cvar_t *sv_heartbeat; // Heartbeat string that is sent to the master
cvar_t *sv_flatline; // If the master server supports it we can send a flatline
// when server is killed
/*
=============================================================================
EVENT MESSAGES
=============================================================================
*/
/*
===============
SV_ExpandNewlines
Converts newlines to "\n" so a line prints nicer
===============
*/
static char *SV_ExpandNewlines( char *in ) {
static char string[1024];
int l;
l = 0;
while ( *in && l < sizeof(string) - 3 ) {
if ( *in == '\n' ) {
string[l++] = '\\';
string[l++] = 'n';
} else {
string[l++] = *in;
}
in++;
}
string[l] = 0;
return string;
}
/*
======================
SV_ReplacePendingServerCommands
FIXME: This is ugly
======================
*/
#if 0 // unused
static int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
int i, index, csnum1, csnum2;
for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
index = i & ( MAX_RELIABLE_COMMANDS - 1 );
//
if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
sscanf(cmd, "cs %i", &csnum1);
sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
if ( csnum1 == csnum2 ) {
Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
return qtrue;
}
}
}
return qfalse;
}
#endif
/*
======================
SV_AddServerCommand
The given command will be transmitted to the client, and is guaranteed to
not have future snapshot_t executed before it is executed
======================
*/
void SV_AddServerCommand( client_t *client, const char *cmd ) {
int index, i;
// this is very ugly but it's also a waste to for instance send multiple config string updates
// for the same config string index in one snapshot
// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
// return;
// }
// do not send commands until the gamestate has been sent
if( client->state < CS_PRIMED )
return;
client->reliableSequence++;
// if we would be losing an old command that hasn't been acknowledged,
// we must drop the connection
// we check == instead of >= so a broadcast print added by SV_DropClient()
// doesn't cause a recursive drop client
if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
Com_Printf( "===== pending server commands =====\n" );
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
Com_Printf( "cmd %5d: %s\n", i, cmd );
SV_DropClient( client, "Server command overflow" );
return;
}
index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
}
/*
=================
SV_SendServerCommand
Sends a reliable command string to be interpreted by
the client game module: "cp", "print", "chat", etc
A NULL client will broadcast to all clients
=================
*/
void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
va_list argptr;
byte message[MAX_MSGLEN];
client_t *client;
int j;
va_start (argptr,fmt);
Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
va_end (argptr);
// Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt
// The actual cause of the bug is probably further downstream
// and should maybe be addressed later, but this certainly
// fixes the problem for now
if ( strlen ((char *)message) > 1022 ) {
return;
}
if ( cl != NULL ) {
SV_AddServerCommand( cl, (char *)message );
return;
}
// hack to echo broadcast prints to console
if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
}
// send the data to all relevent clients
for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
SV_AddServerCommand( client, (char *)message );
}
}
/*
==============================================================================
MASTER SERVER FUNCTIONS
==============================================================================
*/
/*
================
SV_MasterHeartbeat
Send a message to the masters every few minutes to
let it know we are alive, and log information.
We will also have a heartbeat sent when a server
changes from empty to non-empty, and full to non-full,
but not on every player enter or exit.
================
*/
#define HEARTBEAT_MSEC 300*1000
void SV_MasterHeartbeat(const char *message)
{
static netadr_t adr[MAX_MASTER_SERVERS][2]; // [2] for v4 and v6 address for the same address string.
int i;
int res;
int netenabled;
netenabled = Cvar_VariableIntegerValue("net_enabled");
// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
if (!com_dedicated || com_dedicated->integer != 2 || !(netenabled & (NET_ENABLEV4 | NET_ENABLEV6)))
return; // only dedicated servers send heartbeats
// if not time yet, don't send anything
if ( svs.time < svs.nextHeartbeatTime )
return;
svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
// send to group masters
for (i = 0; i < MAX_MASTER_SERVERS; i++)
{
if(!sv_master[i]->string[0])
continue;
// see if we haven't already resolved the name
// resolving usually causes hitches on win95, so only
// do it when needed
if(sv_master[i]->modified || (adr[i][0].type == NA_BAD && adr[i][1].type == NA_BAD))
{
sv_master[i]->modified = qfalse;
if(netenabled & NET_ENABLEV4)
{
Com_Printf("Resolving %s (IPv4)\n", sv_master[i]->string);
res = NET_StringToAdr(sv_master[i]->string, &adr[i][0], NA_IP);
if(res == 2)
{
// if no port was specified, use the default master port
adr[i][0].port = BigShort(PORT_MASTER);
}
if(res)
Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[i][0]));
else
Com_Printf( "%s has no IPv4 address.\n", sv_master[i]->string);
}
if(netenabled & NET_ENABLEV6)
{
Com_Printf("Resolving %s (IPv6)\n", sv_master[i]->string);
res = NET_StringToAdr(sv_master[i]->string, &adr[i][1], NA_IP6);
if(res == 2)
{
// if no port was specified, use the default master port
adr[i][1].port = BigShort(PORT_MASTER);
}
if(res)
Com_Printf( "%s resolved to %s\n", sv_master[i]->string, NET_AdrToStringwPort(adr[i][1]));
else
Com_Printf( "%s has no IPv6 address.\n", sv_master[i]->string);
}
if(adr[i][0].type == NA_BAD && adr[i][1].type == NA_BAD)
{
Com_Printf("Couldn't resolve address: %s\n", sv_master[i]->string);
Cvar_Set(sv_master[i]->name, "");
sv_master[i]->modified = qfalse;
continue;
}
}
Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
// this command should be changed if the server info / status format
// ever incompatably changes
if(adr[i][0].type != NA_BAD)
NET_OutOfBandPrint( NS_SERVER, adr[i][0], "heartbeat %s\n", message);
if(adr[i][1].type != NA_BAD)
NET_OutOfBandPrint( NS_SERVER, adr[i][1], "heartbeat %s\n", message);
}
}
/*
=================
SV_MasterShutdown
Informs all masters that this server is going down
=================
*/
void SV_MasterShutdown( void ) {
// send a hearbeat right now
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat(sv_flatline->string);
// send it again to minimize chance of drops
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat(sv_flatline->string);
// when the master tries to poll the server, it won't respond, so
// it will be removed from the list
}
/*
=================
SV_MasterGameStat
=================
*/
void SV_MasterGameStat( const char *data )
{
netadr_t adr;
if( !com_dedicated || com_dedicated->integer != 2 )
return; // only dedicated servers send stats
Com_Printf( "Resolving %s\n", MASTER_SERVER_NAME );
switch( NET_StringToAdr( MASTER_SERVER_NAME, &adr, NA_UNSPEC ) )
{
case 0:
Com_Printf( "Couldn't resolve master address: %s\n", MASTER_SERVER_NAME );
return;
case 2:
adr.port = BigShort( PORT_MASTER );
default:
break;
}
Com_Printf( "%s resolved to %s\n", MASTER_SERVER_NAME,
NET_AdrToStringwPort( adr ) );
Com_Printf( "Sending gamestat to %s\n", MASTER_SERVER_NAME );
NET_OutOfBandPrint( NS_SERVER, adr, "gamestat %s", data );
}
/*
==============================================================================
CONNECTIONLESS COMMANDS
==============================================================================
*/
typedef struct leakyBucket_s leakyBucket_t;
struct leakyBucket_s {
netadrtype_t type;
union {
byte _4[4];
byte _6[16];
} ipv;
int lastTime;
signed char burst;
long hash;
leakyBucket_t *prev, *next;
};
// This is deliberately quite large to make it more of an effort to DoS
#define MAX_BUCKETS 16384
#define MAX_HASHES 1024
static leakyBucket_t buckets[ MAX_BUCKETS ];
static leakyBucket_t *bucketHashes[ MAX_HASHES ];
/*
================
SVC_HashForAddress
================
*/
static long SVC_HashForAddress( netadr_t address ) {
byte *ip = NULL;
size_t size = 0;
int i;
long hash = 0;
switch ( address.type ) {
case NA_IP: ip = address.ip; size = 4; break;
case NA_IP6: ip = address.ip6; size = 16; break;
default: break;
}
for ( i = 0; i < size; i++ ) {
hash += (long)( ip[ i ] ) * ( i + 119 );
}
hash = ( hash ^ ( hash >> 10 ) ^ ( hash >> 20 ) );
hash &= ( MAX_HASHES - 1 );
return hash;
}
/*
================
SVC_BucketForAddress
Find or allocate a bucket for an address
================
*/
static leakyBucket_t *SVC_BucketForAddress( netadr_t address, int burst, int period ) {
leakyBucket_t *bucket = NULL;
int i;
long hash = SVC_HashForAddress( address );
int now = Sys_Milliseconds();
for ( bucket = bucketHashes[ hash ]; bucket; bucket = bucket->next ) {
switch ( bucket->type ) {
case NA_IP:
if ( memcmp( bucket->ipv._4, address.ip, 4 ) == 0 ) {
return bucket;
}
break;
case NA_IP6:
if ( memcmp( bucket->ipv._6, address.ip6, 16 ) == 0 ) {
return bucket;
}
break;
default:
break;
}
}
for ( i = 0; i < MAX_BUCKETS; i++ ) {
int interval;
bucket = &buckets[ i ];
interval = now - bucket->lastTime;
// Reclaim expired buckets
if ( bucket->lastTime > 0 && ( interval > ( burst * period ) ||
interval < 0 ) ) {
if ( bucket->prev != NULL ) {
bucket->prev->next = bucket->next;
} else {
bucketHashes[ bucket->hash ] = bucket->next;
}
if ( bucket->next != NULL ) {
bucket->next->prev = bucket->prev;
}
Com_Memset( bucket, 0, sizeof( leakyBucket_t ) );
}
if ( bucket->type == NA_BAD ) {
bucket->type = address.type;
switch ( address.type ) {
case NA_IP: Com_Memcpy( bucket->ipv._4, address.ip, 4 ); break;
case NA_IP6: Com_Memcpy( bucket->ipv._6, address.ip6, 16 ); break;
default: break;
}
bucket->lastTime = now;
bucket->burst = 0;
bucket->hash = hash;
// Add to the head of the relevant hash chain
bucket->next = bucketHashes[ hash ];
if ( bucketHashes[ hash ] != NULL ) {
bucketHashes[ hash ]->prev = bucket;
}
bucket->prev = NULL;
bucketHashes[ hash ] = bucket;
return bucket;
}
}
// Couldn't allocate a bucket for this address
return NULL;
}
/*
================
SVC_RateLimit
================
*/
static qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period ) {
if ( bucket != NULL ) {
int now = Sys_Milliseconds();
int interval = now - bucket->lastTime;
int expired = interval / period;
int expiredRemainder = interval % period;
if ( expired > bucket->burst ) {
bucket->burst = 0;
bucket->lastTime = now;
} else {
bucket->burst -= expired;
bucket->lastTime = now - expiredRemainder;
}
if ( bucket->burst < burst ) {
bucket->burst++;
return qfalse;
}
}
return qtrue;
}
/*
================
SVC_RateLimitAddress
Rate limit for a particular address
================
*/
static qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period ) {
leakyBucket_t *bucket = SVC_BucketForAddress( from, burst, period );
return SVC_RateLimit( bucket, burst, period );
}
/*
================
SVC_Status
Responds with all the info that qplug or qspy can see about the server
and all connected players. Used for getting detailed information after
the simple info query.
================
*/
static void SVC_Status( netadr_t from ) {
char player[1024];
char status[MAX_MSGLEN];
int i;
client_t *cl;
playerState_t *ps;
int statusLength;
int playerLength;
char infostring[MAX_INFO_STRING];
static leakyBucket_t bucket;
// Prevent using getstatus as an amplifier
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
Com_DPrintf( "SVC_Status: rate limit from %s exceeded, dropping request\n",
NET_AdrToString( from ) );
return;
}
// Allow getstatus to be DoSed relatively easily, but prevent
// excess outbound bandwidth usage when being flooded inbound
if ( SVC_RateLimit( &bucket, 10, 100 ) ) {
Com_DPrintf( "SVC_Status: rate limit exceeded, dropping request\n" );
return;
}
strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
// echo back the parameter to status. so master servers can use it as a challenge
// to prevent timed spoofed reply packets that add ghost servers
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
status[0] = 0;
statusLength = 0;
for (i=0 ; i < sv_maxclients->integer ; i++) {
cl = &svs.clients[i];
if ( cl->state >= CS_CONNECTED ) {
ps = SV_GameClientNum( i );
Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
ps->persistant[PERS_SCORE], cl->ping, cl->name);
playerLength = strlen(player);
if (statusLength + playerLength >= sizeof(status) ) {
break; // can't hold any more
}
strcpy (status + statusLength, player);
statusLength += playerLength;
}
}
NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
}
/*
================
SVC_Info
Responds with a short info message that should be enough to determine
if a user is interested in a server to do a full status
================
*/
void SVC_Info( netadr_t from ) {
int i, count;
char *gamedir;
char infostring[MAX_INFO_STRING];
/*
* Check whether Cmd_Argv(1) has a sane length. This was not done in the original Quake3 version which led
* to the Infostring bug discovered by Luigi Auriemma. See http://aluigi.altervista.org/ for the advisory.
*/
// A maximum challenge length of 128 should be more than plenty.
if(strlen(Cmd_Argv(1)) > 128)
return;
// don't count privateclients
count = 0;
for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
count++;
}
}
infostring[0] = 0;
// echo back the parameter to status. so servers can use it as a challenge
// to prevent timed spoofed reply packets that add ghost servers
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
Info_SetValueForKey( infostring, "clients", va("%i", count) );
Info_SetValueForKey( infostring, "sv_maxclients",
va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
#ifdef USE_VOIP
if (sv_voip->integer) {
Info_SetValueForKey( infostring, "voip", va("%i", sv_voip->integer ) );
}
#endif
if( sv_minPing->integer ) {
Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
}
if( sv_maxPing->integer ) {
Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
}
gamedir = Cvar_VariableString( "fs_game" );
if( *gamedir ) {
Info_SetValueForKey( infostring, "game", gamedir );
}
NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
}
/*
================
SVC_FlushRedirect
================
*/
static void SV_FlushRedirect( char *outputbuf ) {
NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
}
/*
===============
SVC_RemoteCommand
An rcon packet arrived from the network.
Shift down the remaining args
Redirect all printfs
===============
*/
static void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
qboolean valid;
char remaining[1024];
// TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
// (OOB messages are the bottleneck here)
#define SV_OUTPUTBUF_LENGTH (1024 - 16)
char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
char *cmd_aux;
// Prevent using rcon as an amplifier and make dictionary attacks impractical
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
Com_DPrintf( "SVC_RemoteCommand: rate limit from %s exceeded, dropping request\n",
NET_AdrToString( from ) );
return;
}
if ( !strlen( sv_rconPassword->string ) ||
strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
static leakyBucket_t bucket;
// Make DoS via rcon impractical
if ( SVC_RateLimit( &bucket, 10, 1000 ) ) {
Com_DPrintf( "SVC_RemoteCommand: rate limit exceeded, dropping request\n" );
return;
}
valid = qfalse;
Com_Printf ("Bad rcon from %s: %s\n", NET_AdrToString (from), Cmd_ArgsFrom(2) );
} else {
valid = qtrue;
Com_Printf ("Rcon from %s: %s\n", NET_AdrToString (from), Cmd_ArgsFrom(2) );
}
// start redirecting all print outputs to the packet
svs.redirectAddress = from;
Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
if ( !strlen( sv_rconPassword->string ) ) {
Com_Printf ("No rconpassword set on the server.\n");
} else if ( !valid ) {
Com_Printf ("Bad rconpassword.\n");
} else {
remaining[0] = 0;
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
// get the command directly, "rcon <pass> <command>" to avoid quoting issues
// extract the command by walking
// since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
cmd_aux = Cmd_Cmd();
cmd_aux+=4;
while(cmd_aux[0]==' ')
cmd_aux++;
while(cmd_aux[0] && cmd_aux[0]!=' ') // password
cmd_aux++;
while(cmd_aux[0]==' ')
cmd_aux++;
Q_strcat( remaining, sizeof(remaining), cmd_aux);
Cmd_ExecuteString (remaining);
}
Com_EndRedirect ();
}
/*
=================
SV_ConnectionlessPacket
A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
static void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
char *s;
char *c;
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // skip the -1 marker
if (!Q_strncmp("connect", (char *) &msg->data[4], 7)) {
Huff_Decompress(msg, 12);
}
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv(0);
Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
if (!Q_stricmp(c, "getstatus")) {
SVC_Status( from );
} else if (!Q_stricmp(c, "getinfo")) {
SVC_Info( from );
} else if (!Q_stricmp(c, "getchallenge")) {
SV_GetChallenge(from);
} else if (!Q_stricmp(c, "connect")) {
SV_DirectConnect( from );
} else if (!Q_stricmp(c, "rcon")) {
SVC_RemoteCommand( from, msg );
} else if (!Q_stricmp(c, "disconnect")) {
// if a client starts up a local server, we may see some spurious
// server disconnect messages when their new server sees our final
// sequenced messages to the old client
} else {
Com_DPrintf ("bad connectionless packet from %s:\n%s\n",
NET_AdrToString (from), s);
}
}
//============================================================================
/*
=================
SV_PacketEvent
=================
*/
void SV_PacketEvent( netadr_t from, msg_t *msg ) {
int i;
client_t *cl;
int qport;
// check for connectionless packet (0xffffffff) first
if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
SV_ConnectionlessPacket( from, msg );
return;
}
// read the qport out of the message so we can fix up
// stupid address translating routers
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // sequence number
qport = MSG_ReadShort( msg ) & 0xffff;
// find which client the message is from
for (i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if (cl->state == CS_FREE) {
continue;
}
if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
continue;
}
// it is possible to have multiple clients from a single IP
// address, so they are differentiated by the qport variable
if (cl->netchan.qport != qport) {
continue;
}
// the IP port can't be used to differentiate them, because
// some address translating routers periodically change UDP
// port assignments
if (cl->netchan.remoteAddress.port != from.port) {
Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
cl->netchan.remoteAddress.port = from.port;
}
// make sure it is a valid, in sequence packet
if (SV_Netchan_Process(cl, msg)) {
// zombie clients still need to do the Netchan_Process
// to make sure they don't need to retransmit the final
// reliable message, but they don't do any other processing
if (cl->state != CS_ZOMBIE) {
cl->lastPacketTime = svs.time; // don't timeout
SV_ExecuteClientMessage( cl, msg );
}
}
return;
}
// if we received a sequenced packet from an address we don't recognize,
// send an out of band disconnect packet to it
NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
}
/*
===================
SV_CalcPings
Updates the cl->ping variables
===================
*/
static void SV_CalcPings( void ) {
int i, j;
client_t *cl;
int total, count;
int delta;
playerState_t *ps;
for (i=0 ; i < sv_maxclients->integer ; i++) {
cl = &svs.clients[i];
if ( cl->state != CS_ACTIVE ) {
cl->ping = 999;
continue;
}
if ( !cl->gentity ) {
cl->ping = 999;
continue;
}
total = 0;
count = 0;
for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
if ( cl->frames[j].messageAcked <= 0 ) {
continue;
}
delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
count++;
total += delta;
}
if (!count) {
cl->ping = 999;
} else {
cl->ping = total/count;
if ( cl->ping > 999 ) {
cl->ping = 999;
}
}
// let the game dll know about the ping
ps = SV_GameClientNum( i );
ps->ping = cl->ping;
}
}
/*
==================
SV_CheckTimeouts
If a packet has not been received from a client for timeout->integer
seconds, drop the conneciton. Server time is used instead of
realtime to avoid dropping the local client while debugging.
When a client is normally dropped, the client_t goes into a zombie state
for a few seconds to make sure any final reliable message gets resent
if necessary
==================
*/
static void SV_CheckTimeouts( void ) {
int i;
client_t *cl;
int droppoint;
int zombiepoint;
droppoint = svs.time - 1000 * sv_timeout->integer;
zombiepoint = svs.time - 1000 * sv_zombietime->integer;
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
// message times may be wrong across a changelevel
if (cl->lastPacketTime > svs.time) {
cl->lastPacketTime = svs.time;
}
if (cl->state == CS_ZOMBIE
&& cl->lastPacketTime < zombiepoint) {
// using the client id cause the cl->name is empty at this point
Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
cl->state = CS_FREE; // can now be reused
continue;
}
if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
// wait several frames so a debugger session doesn't
// cause a timeout
if ( ++cl->timeoutCount > 5 ) {
SV_DropClient (cl, "timed out");
cl->state = CS_FREE; // don't bother with zombie state
}
} else {
cl->timeoutCount = 0;
}
}
}
/*
==================
SV_CheckPaused
==================
*/
static qboolean SV_CheckPaused( void ) {
int count;
client_t *cl;
int i;
if ( !cl_paused->integer ) {
return qfalse;
}
// only pause if there is just a single client connected
count = 0;
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
if ( cl->state >= CS_CONNECTED ) {
count++;
}
}
if ( count > 1 ) {
// don't pause
if (sv_paused->integer)
Cvar_Set("sv_paused", "0");
return qfalse;
}
if (!sv_paused->integer)
Cvar_Set("sv_paused", "1");
return qtrue;
}
/*
==================
SV_FrameMsec
Return time in millseconds until processing of the next server frame.
==================
*/
int SV_FrameMsec()
{
if(sv_fps)
{
int frameMsec;
frameMsec = 1000.0f / sv_fps->value;
if(frameMsec < sv.timeResidual)
return 0;
else
return frameMsec - sv.timeResidual;
}
else
return 1;
}
/*
==================
SV_Frame
Player movement occurs as a result of packet events, which
happen before SV_Frame is called
==================
*/
void SV_Frame( int msec ) {
int frameMsec;
int startTime;
// the menu kills the server with this cvar
if ( sv_killserver->integer ) {
SV_Shutdown ("Server was killed");
Cvar_Set( "sv_killserver", "0" );
return;
}
if (!com_sv_running->integer)
{
// Running as a server, but no map loaded
#ifdef DEDICATED
// Block until something interesting happens
Sys_Sleep(-1);
#endif
return;
}
// allow pause if only the local client is connected
if ( SV_CheckPaused() ) {
return;
}
// if it isn't time for the next frame, do nothing
if ( sv_fps->integer < 1 ) {
Cvar_Set( "sv_fps", "10" );
}
frameMsec = 1000 / sv_fps->integer * com_timescale->value;
// don't let it scale below 1ms
if(frameMsec < 1)
{
Cvar_Set("timescale", va("%f", sv_fps->integer / 1000.0f));
frameMsec = 1;
}
sv.timeResidual += msec;
// if time is about to hit the 32nd bit, kick all clients
// and clear sv.time, rather
// than checking for negative time wraparound everywhere.
// 2giga-milliseconds = 23 days, so it won't be too often
if ( svs.time > 0x70000000 ) {
SV_Shutdown( "Restarting server due to time wrapping" );
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
return;
}
// this can happen considerably earlier when lots of clients play and the map doesn't change
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
return;
}
if( sv.restartTime && sv.time >= sv.restartTime ) {
sv.restartTime = 0;
Cbuf_AddText( "map_restart 0\n" );
return;
}
// update infostrings if anything has been changed
if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
}
if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
}
if ( com_speeds->integer ) {
startTime = Sys_Milliseconds ();
} else {
startTime = 0; // quite a compiler warning
}
// update ping based on the all received frames
SV_CalcPings();
// run the game simulation in chunks
while ( sv.timeResidual >= frameMsec ) {
sv.timeResidual -= frameMsec;
svs.time += frameMsec;
sv.time += frameMsec;
// let everything in the world think and move
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
}
if ( com_speeds->integer ) {
time_game = Sys_Milliseconds () - startTime;
}
// check timeouts
SV_CheckTimeouts();
// send messages back to the clients
SV_SendClientMessages();
// send a heartbeat to the master if needed
SV_MasterHeartbeat(sv_heartbeat->string);
}
//============================================================================
|