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Diffstat (limited to 'src/server/sv_client.c')
-rw-r--r-- | src/server/sv_client.c | 1538 |
1 files changed, 1538 insertions, 0 deletions
diff --git a/src/server/sv_client.c b/src/server/sv_client.c new file mode 100644 index 00000000..d7a755b5 --- /dev/null +++ b/src/server/sv_client.c @@ -0,0 +1,1538 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// sv_client.c -- server code for dealing with clients + +#include "server.h" + +static void SV_CloseDownload( client_t *cl ); + +/* +================= +SV_GetChallenge + +A "getchallenge" OOB command has been received +Returns a challenge number that can be used +in a subsequent connectResponse command. +We do this to prevent denial of service attacks that +flood the server with invalid connection IPs. With a +challenge, they must give a valid IP address. + +If we are authorizing, a challenge request will cause a packet +to be sent to the authorize server. + +When an authorizeip is returned, a challenge response will be +sent to that ip. +================= +*/ +void SV_GetChallenge( netadr_t from ) { + int i; + int oldest; + int oldestTime; + challenge_t *challenge; + + // ignore if we are in single player + if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")) { + return; + } + + oldest = 0; + oldestTime = 0x7fffffff; + + // see if we already have a challenge for this ip + challenge = &svs.challenges[0]; + for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { + if ( !challenge->connected && NET_CompareAdr( from, challenge->adr ) ) { + break; + } + if ( challenge->time < oldestTime ) { + oldestTime = challenge->time; + oldest = i; + } + } + + if (i == MAX_CHALLENGES) { + // this is the first time this client has asked for a challenge + challenge = &svs.challenges[oldest]; + + challenge->challenge = ( (rand() << 16) ^ rand() ) ^ svs.time; + challenge->adr = from; + challenge->firstTime = svs.time; + challenge->time = svs.time; + challenge->connected = qfalse; + i = oldest; + } + + // if they are on a lan address, send the challengeResponse immediately + if ( Sys_IsLANAddress( from ) ) { + challenge->pingTime = svs.time; + NET_OutOfBandPrint( NS_SERVER, from, "challengeResponse %i", challenge->challenge ); + return; + } + + // look up the authorize server's IP + if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) { + Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME ); + if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) { + Com_Printf( "Couldn't resolve address\n" ); + return; + } + svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE ); + Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME, + svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1], + svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3], + BigShort( svs.authorizeAddress.port ) ); + } + + // if they have been challenging for a long time and we + // haven't heard anything from the authorize server, go ahead and + // let them in, assuming the id server is down + if ( svs.time - challenge->firstTime > AUTHORIZE_TIMEOUT ) { + Com_DPrintf( "authorize server timed out\n" ); + + challenge->pingTime = svs.time; + NET_OutOfBandPrint( NS_SERVER, challenge->adr, + "challengeResponse %i", challenge->challenge ); + return; + } + + // otherwise send their ip to the authorize server + if ( svs.authorizeAddress.type != NA_BAD ) { + cvar_t *fs; + char game[1024]; + + Com_DPrintf( "sending getIpAuthorize for %s\n", NET_AdrToString( from )); + + strcpy(game, BASEGAME); + fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO ); + if (fs && fs->string[0] != 0) { + strcpy(game, fs->string); + } + + // the 0 is for backwards compatibility with obsolete sv_allowanonymous flags + // getIpAuthorize <challenge> <IP> <game> 0 <auth-flag> + NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress, + "getIpAuthorize %i %i.%i.%i.%i %s 0 %s", svs.challenges[i].challenge, + from.ip[0], from.ip[1], from.ip[2], from.ip[3], game, sv_strictAuth->string ); + } +} + +/* +==================== +SV_AuthorizeIpPacket + +A packet has been returned from the authorize server. +If we have a challenge adr for that ip, send the +challengeResponse to it +==================== +*/ +void SV_AuthorizeIpPacket( netadr_t from ) { + int challenge; + int i; + char *s; + char *r; + char ret[1024]; + + if ( !NET_CompareBaseAdr( from, svs.authorizeAddress ) ) { + Com_Printf( "SV_AuthorizeIpPacket: not from authorize server\n" ); + return; + } + + challenge = atoi( Cmd_Argv( 1 ) ); + + for (i = 0 ; i < MAX_CHALLENGES ; i++) { + if ( svs.challenges[i].challenge == challenge ) { + break; + } + } + if ( i == MAX_CHALLENGES ) { + Com_Printf( "SV_AuthorizeIpPacket: challenge not found\n" ); + return; + } + + // send a packet back to the original client + svs.challenges[i].pingTime = svs.time; + s = Cmd_Argv( 2 ); + r = Cmd_Argv( 3 ); // reason + + if ( !Q_stricmp( s, "demo" ) ) { + if ( Cvar_VariableValue( "fs_restrict" ) ) { + // a demo client connecting to a demo server + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, + "challengeResponse %i", svs.challenges[i].challenge ); + return; + } + // they are a demo client trying to connect to a real server + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nServer is not a demo server\n" ); + // clear the challenge record so it won't timeout and let them through + Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); + return; + } + if ( !Q_stricmp( s, "accept" ) ) { + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, + "challengeResponse %i", svs.challenges[i].challenge ); + return; + } + if ( !Q_stricmp( s, "unknown" ) ) { + if (!r) { + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nAwaiting CD key authorization\n" ); + } else { + sprintf(ret, "print\n%s\n", r); + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, ret ); + } + // clear the challenge record so it won't timeout and let them through + Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); + return; + } + + // authorization failed + if (!r) { + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, "print\nSomeone is using this CD Key\n" ); + } else { + sprintf(ret, "print\n%s\n", r); + NET_OutOfBandPrint( NS_SERVER, svs.challenges[i].adr, ret ); + } + + // clear the challenge record so it won't timeout and let them through + Com_Memset( &svs.challenges[i], 0, sizeof( svs.challenges[i] ) ); +} + +/* +================== +SV_DirectConnect + +A "connect" OOB command has been received +================== +*/ + +#define PB_MESSAGE "PunkBuster Anti-Cheat software must be installed " \ + "and Enabled in order to join this server. An updated game patch can be downloaded from " \ + "www.idsoftware.com" + +void SV_DirectConnect( netadr_t from ) { + char userinfo[MAX_INFO_STRING]; + int i; + client_t *cl, *newcl; + client_t temp; + sharedEntity_t *ent; + int clientNum; + int version; + int qport; + int challenge; + char *password; + int startIndex; + int denied; + int count; + + Com_DPrintf ("SVC_DirectConnect ()\n"); + + Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) ); + + version = atoi( Info_ValueForKey( userinfo, "protocol" ) ); + if ( version != PROTOCOL_VERSION ) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION ); + Com_DPrintf (" rejected connect from version %i\n", version); + return; + } + + challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) ); + qport = atoi( Info_ValueForKey( userinfo, "qport" ) ); + + // quick reject + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( cl->state == CS_FREE ) { + continue; + } + if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) + && ( cl->netchan.qport == qport + || from.port == cl->netchan.remoteAddress.port ) ) { + if (( svs.time - cl->lastConnectTime) + < (sv_reconnectlimit->integer * 1000)) { + Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from)); + return; + } + break; + } + } + + // see if the challenge is valid (LAN clients don't need to challenge) + if ( !NET_IsLocalAddress (from) ) { + int ping; + + for (i=0 ; i<MAX_CHALLENGES ; i++) { + if (NET_CompareAdr(from, svs.challenges[i].adr)) { + if ( challenge == svs.challenges[i].challenge ) { + break; // good + } + } + } + if (i == MAX_CHALLENGES) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" ); + return; + } + // force the IP key/value pair so the game can filter based on ip + Info_SetValueForKey( userinfo, "ip", NET_AdrToString( from ) ); + + ping = svs.time - svs.challenges[i].pingTime; + Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping ); + svs.challenges[i].connected = qtrue; + + // never reject a LAN client based on ping + if ( !Sys_IsLANAddress( from ) ) { + if ( sv_minPing->value && ping < sv_minPing->value ) { + // don't let them keep trying until they get a big delay + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only\n" ); + Com_DPrintf ("Client %i rejected on a too low ping\n", i); + // reset the address otherwise their ping will keep increasing + // with each connect message and they'd eventually be able to connect + svs.challenges[i].adr.port = 0; + return; + } + if ( sv_maxPing->value && ping > sv_maxPing->value ) { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only\n" ); + Com_DPrintf ("Client %i rejected on a too high ping\n", i); + return; + } + } + } else { + // force the "ip" info key to "localhost" + Info_SetValueForKey( userinfo, "ip", "localhost" ); + } + + newcl = &temp; + Com_Memset (newcl, 0, sizeof(client_t)); + + // if there is already a slot for this ip, reuse it + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( cl->state == CS_FREE ) { + continue; + } + if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) + && ( cl->netchan.qport == qport + || from.port == cl->netchan.remoteAddress.port ) ) { + Com_Printf ("%s:reconnect\n", NET_AdrToString (from)); + newcl = cl; + + // this doesn't work because it nukes the players userinfo + +// // disconnect the client from the game first so any flags the +// // player might have are dropped +// VM_Call( gvm, GAME_CLIENT_DISCONNECT, newcl - svs.clients ); + // + goto gotnewcl; + } + } + + // find a client slot + // if "sv_privateClients" is set > 0, then that number + // of client slots will be reserved for connections that + // have "password" set to the value of "sv_privatePassword" + // Info requests will report the maxclients as if the private + // slots didn't exist, to prevent people from trying to connect + // to a full server. + // This is to allow us to reserve a couple slots here on our + // servers so we can play without having to kick people. + + // check for privateClient password + password = Info_ValueForKey( userinfo, "password" ); + if ( !strcmp( password, sv_privatePassword->string ) ) { + startIndex = 0; + } else { + // skip past the reserved slots + startIndex = sv_privateClients->integer; + } + + newcl = NULL; + for ( i = startIndex; i < sv_maxclients->integer ; i++ ) { + cl = &svs.clients[i]; + if (cl->state == CS_FREE) { + newcl = cl; + break; + } + } + + if ( !newcl ) { + if ( NET_IsLocalAddress( from ) ) { + count = 0; + for ( i = startIndex; i < sv_maxclients->integer ; i++ ) { + cl = &svs.clients[i]; + if (cl->netchan.remoteAddress.type == NA_BOT) { + count++; + } + } + // if they're all bots + if (count >= sv_maxclients->integer - startIndex) { + SV_DropClient(&svs.clients[sv_maxclients->integer - 1], "only bots on server"); + newcl = &svs.clients[sv_maxclients->integer - 1]; + } + else { + Com_Error( ERR_FATAL, "server is full on local connect\n" ); + return; + } + } + else { + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" ); + Com_DPrintf ("Rejected a connection.\n"); + return; + } + } + + // we got a newcl, so reset the reliableSequence and reliableAcknowledge + cl->reliableAcknowledge = 0; + cl->reliableSequence = 0; + +gotnewcl: + // build a new connection + // accept the new client + // this is the only place a client_t is ever initialized + *newcl = temp; + clientNum = newcl - svs.clients; + ent = SV_GentityNum( clientNum ); + newcl->gentity = ent; + + // save the challenge + newcl->challenge = challenge; + + // save the address + Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport); + // init the netchan queue + newcl->netchan_end_queue = &newcl->netchan_start_queue; + + // save the userinfo + Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) ); + + // get the game a chance to reject this connection or modify the userinfo + denied = VM_Call( gvm, GAME_CLIENT_CONNECT, clientNum, qtrue, qfalse ); // firstTime = qtrue + if ( denied ) { + // we can't just use VM_ArgPtr, because that is only valid inside a VM_Call + char *str = VM_ExplicitArgPtr( gvm, denied ); + + NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", str ); + Com_DPrintf ("Game rejected a connection: %s.\n", str); + return; + } + + SV_UserinfoChanged( newcl ); + + // send the connect packet to the client + NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" ); + + Com_DPrintf( "Going from CS_FREE to CS_CONNECTED for %s\n", newcl->name ); + + newcl->state = CS_CONNECTED; + newcl->nextSnapshotTime = svs.time; + newcl->lastPacketTime = svs.time; + newcl->lastConnectTime = svs.time; + + // when we receive the first packet from the client, we will + // notice that it is from a different serverid and that the + // gamestate message was not just sent, forcing a retransmit + newcl->gamestateMessageNum = -1; + + // if this was the first client on the server, or the last client + // the server can hold, send a heartbeat to the master. + count = 0; + for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + count++; + } + } + if ( count == 1 || count == sv_maxclients->integer ) { + SV_Heartbeat_f(); + } +} + + +/* +===================== +SV_DropClient + +Called when the player is totally leaving the server, either willingly +or unwillingly. This is NOT called if the entire server is quiting +or crashing -- SV_FinalMessage() will handle that +===================== +*/ +void SV_DropClient( client_t *drop, const char *reason ) { + int i; + challenge_t *challenge; + + if ( drop->state == CS_ZOMBIE ) { + return; // already dropped + } + + if ( !drop->gentity || !(drop->gentity->r.svFlags & SVF_BOT) ) { + // see if we already have a challenge for this ip + challenge = &svs.challenges[0]; + + for (i = 0 ; i < MAX_CHALLENGES ; i++, challenge++) { + if ( NET_CompareAdr( drop->netchan.remoteAddress, challenge->adr ) ) { + challenge->connected = qfalse; + break; + } + } + } + + // Kill any download + SV_CloseDownload( drop ); + + // tell everyone why they got dropped + SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason ); + + Com_DPrintf( "Going to CS_ZOMBIE for %s\n", drop->name ); + drop->state = CS_ZOMBIE; // become free in a few seconds + + if (drop->download) { + FS_FCloseFile( drop->download ); + drop->download = 0; + } + + // call the prog function for removing a client + // this will remove the body, among other things + VM_Call( gvm, GAME_CLIENT_DISCONNECT, drop - svs.clients ); + + // add the disconnect command + SV_SendServerCommand( drop, "disconnect \"%s\"", reason); + + if ( drop->netchan.remoteAddress.type == NA_BOT ) { + SV_BotFreeClient( drop - svs.clients ); + } + + // nuke user info + SV_SetUserinfo( drop - svs.clients, "" ); + + // if this was the last client on the server, send a heartbeat + // to the master so it is known the server is empty + // send a heartbeat now so the master will get up to date info + // if there is already a slot for this ip, reuse it + for (i=0 ; i < sv_maxclients->integer ; i++ ) { + if ( svs.clients[i].state >= CS_CONNECTED ) { + break; + } + } + if ( i == sv_maxclients->integer ) { + SV_Heartbeat_f(); + } +} + +/* +================ +SV_SendClientGameState + +Sends the first message from the server to a connected client. +This will be sent on the initial connection and upon each new map load. + +It will be resent if the client acknowledges a later message but has +the wrong gamestate. +================ +*/ +void SV_SendClientGameState( client_t *client ) { + int start; + entityState_t *base, nullstate; + msg_t msg; + byte msgBuffer[MAX_MSGLEN]; + + Com_DPrintf ("SV_SendClientGameState() for %s\n", client->name); + Com_DPrintf( "Going from CS_CONNECTED to CS_PRIMED for %s\n", client->name ); + client->state = CS_PRIMED; + client->pureAuthentic = 0; + client->gotCP = qfalse; + + // when we receive the first packet from the client, we will + // notice that it is from a different serverid and that the + // gamestate message was not just sent, forcing a retransmit + client->gamestateMessageNum = client->netchan.outgoingSequence; + + MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) ); + + // NOTE, MRE: all server->client messages now acknowledge + // let the client know which reliable clientCommands we have received + MSG_WriteLong( &msg, client->lastClientCommand ); + + // send any server commands waiting to be sent first. + // we have to do this cause we send the client->reliableSequence + // with a gamestate and it sets the clc.serverCommandSequence at + // the client side + SV_UpdateServerCommandsToClient( client, &msg ); + + // send the gamestate + MSG_WriteByte( &msg, svc_gamestate ); + MSG_WriteLong( &msg, client->reliableSequence ); + + // write the configstrings + for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) { + if (sv.configstrings[start][0]) { + MSG_WriteByte( &msg, svc_configstring ); + MSG_WriteShort( &msg, start ); + MSG_WriteBigString( &msg, sv.configstrings[start] ); + } + } + + // write the baselines + Com_Memset( &nullstate, 0, sizeof( nullstate ) ); + for ( start = 0 ; start < MAX_GENTITIES; start++ ) { + base = &sv.svEntities[start].baseline; + if ( !base->number ) { + continue; + } + MSG_WriteByte( &msg, svc_baseline ); + MSG_WriteDeltaEntity( &msg, &nullstate, base, qtrue ); + } + + MSG_WriteByte( &msg, svc_EOF ); + + MSG_WriteLong( &msg, client - svs.clients); + + // write the checksum feed + MSG_WriteLong( &msg, sv.checksumFeed); + + // deliver this to the client + SV_SendMessageToClient( &msg, client ); +} + + +/* +================== +SV_ClientEnterWorld +================== +*/ +void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd ) { + int clientNum; + sharedEntity_t *ent; + + Com_DPrintf( "Going from CS_PRIMED to CS_ACTIVE for %s\n", client->name ); + client->state = CS_ACTIVE; + + // set up the entity for the client + clientNum = client - svs.clients; + ent = SV_GentityNum( clientNum ); + ent->s.number = clientNum; + client->gentity = ent; + + client->deltaMessage = -1; + client->nextSnapshotTime = svs.time; // generate a snapshot immediately + client->lastUsercmd = *cmd; + + // call the game begin function + VM_Call( gvm, GAME_CLIENT_BEGIN, client - svs.clients ); +} + +/* +============================================================ + +CLIENT COMMAND EXECUTION + +============================================================ +*/ + +/* +================== +SV_CloseDownload + +clear/free any download vars +================== +*/ +static void SV_CloseDownload( client_t *cl ) { + int i; + + // EOF + if (cl->download) { + FS_FCloseFile( cl->download ); + } + cl->download = 0; + *cl->downloadName = 0; + + // Free the temporary buffer space + for (i = 0; i < MAX_DOWNLOAD_WINDOW; i++) { + if (cl->downloadBlocks[i]) { + Z_Free( cl->downloadBlocks[i] ); + cl->downloadBlocks[i] = NULL; + } + } + +} + +/* +================== +SV_StopDownload_f + +Abort a download if in progress +================== +*/ +void SV_StopDownload_f( client_t *cl ) { + if (*cl->downloadName) + Com_DPrintf( "clientDownload: %d : file \"%s\" aborted\n", cl - svs.clients, cl->downloadName ); + + SV_CloseDownload( cl ); +} + +/* +================== +SV_DoneDownload_f + +Downloads are finished +================== +*/ +void SV_DoneDownload_f( client_t *cl ) { + Com_DPrintf( "clientDownload: %s Done\n", cl->name); + // resend the game state to update any clients that entered during the download + SV_SendClientGameState(cl); +} + +/* +================== +SV_NextDownload_f + +The argument will be the last acknowledged block from the client, it should be +the same as cl->downloadClientBlock +================== +*/ +void SV_NextDownload_f( client_t *cl ) +{ + int block = atoi( Cmd_Argv(1) ); + + if (block == cl->downloadClientBlock) { + Com_DPrintf( "clientDownload: %d : client acknowledge of block %d\n", cl - svs.clients, block ); + + // Find out if we are done. A zero-length block indicates EOF + if (cl->downloadBlockSize[cl->downloadClientBlock % MAX_DOWNLOAD_WINDOW] == 0) { + Com_Printf( "clientDownload: %d : file \"%s\" completed\n", cl - svs.clients, cl->downloadName ); + SV_CloseDownload( cl ); + return; + } + + cl->downloadSendTime = svs.time; + cl->downloadClientBlock++; + return; + } + // We aren't getting an acknowledge for the correct block, drop the client + // FIXME: this is bad... the client will never parse the disconnect message + // because the cgame isn't loaded yet + SV_DropClient( cl, "broken download" ); +} + +/* +================== +SV_BeginDownload_f +================== +*/ +void SV_BeginDownload_f( client_t *cl ) { + + // Kill any existing download + SV_CloseDownload( cl ); + + // cl->downloadName is non-zero now, SV_WriteDownloadToClient will see this and open + // the file itself + Q_strncpyz( cl->downloadName, Cmd_Argv(1), sizeof(cl->downloadName) ); +} + +/* +================== +SV_WriteDownloadToClient + +Check to see if the client wants a file, open it if needed and start pumping the client +Fill up msg with data +================== +*/ +void SV_WriteDownloadToClient( client_t *cl , msg_t *msg ) +{ + int curindex; + int rate; + int blockspersnap; + int idPack, missionPack; + char errorMessage[1024]; + + if (!*cl->downloadName) + return; // Nothing being downloaded + + if (!cl->download) { + // We open the file here + + Com_Printf( "clientDownload: %d : begining \"%s\"\n", cl - svs.clients, cl->downloadName ); + + missionPack = FS_idPak(cl->downloadName, "missionpack"); + idPack = missionPack || FS_idPak(cl->downloadName, "baseq3"); + + if ( !sv_allowDownload->integer || idPack || + ( cl->downloadSize = FS_SV_FOpenFileRead( cl->downloadName, &cl->download ) ) <= 0 ) { + // cannot auto-download file + if (idPack) { + Com_Printf("clientDownload: %d : \"%s\" cannot download id pk3 files\n", cl - svs.clients, cl->downloadName); + if (missionPack) { + Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload Team Arena file \"%s\"\n" + "The Team Arena mission pack can be found in your local game store.", cl->downloadName); + } + else { + Com_sprintf(errorMessage, sizeof(errorMessage), "Cannot autodownload id pk3 file \"%s\"", cl->downloadName); + } + } else if ( !sv_allowDownload->integer ) { + Com_Printf("clientDownload: %d : \"%s\" download disabled", cl - svs.clients, cl->downloadName); + if (sv_pure->integer) { + Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n" + "You will need to get this file elsewhere before you " + "can connect to this pure server.\n", cl->downloadName); + } else { + Com_sprintf(errorMessage, sizeof(errorMessage), "Could not download \"%s\" because autodownloading is disabled on the server.\n\n" + "The server you are connecting to is not a pure server, " + "set autodownload to No in your settings and you might be " + "able to join the game anyway.\n", cl->downloadName); + } + } else { + // NOTE TTimo this is NOT supposed to happen unless bug in our filesystem scheme? + // if the pk3 is referenced, it must have been found somewhere in the filesystem + Com_Printf("clientDownload: %d : \"%s\" file not found on server\n", cl - svs.clients, cl->downloadName); + Com_sprintf(errorMessage, sizeof(errorMessage), "File \"%s\" not found on server for autodownloading.\n", cl->downloadName); + } + MSG_WriteByte( msg, svc_download ); + MSG_WriteShort( msg, 0 ); // client is expecting block zero + MSG_WriteLong( msg, -1 ); // illegal file size + MSG_WriteString( msg, errorMessage ); + + *cl->downloadName = 0; + return; + } + + // Init + cl->downloadCurrentBlock = cl->downloadClientBlock = cl->downloadXmitBlock = 0; + cl->downloadCount = 0; + cl->downloadEOF = qfalse; + } + + // Perform any reads that we need to + while (cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW && + cl->downloadSize != cl->downloadCount) { + + curindex = (cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW); + + if (!cl->downloadBlocks[curindex]) + cl->downloadBlocks[curindex] = Z_Malloc( MAX_DOWNLOAD_BLKSIZE ); + + cl->downloadBlockSize[curindex] = FS_Read( cl->downloadBlocks[curindex], MAX_DOWNLOAD_BLKSIZE, cl->download ); + + if (cl->downloadBlockSize[curindex] < 0) { + // EOF right now + cl->downloadCount = cl->downloadSize; + break; + } + + cl->downloadCount += cl->downloadBlockSize[curindex]; + + // Load in next block + cl->downloadCurrentBlock++; + } + + // Check to see if we have eof condition and add the EOF block + if (cl->downloadCount == cl->downloadSize && + !cl->downloadEOF && + cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW) { + + cl->downloadBlockSize[cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW] = 0; + cl->downloadCurrentBlock++; + + cl->downloadEOF = qtrue; // We have added the EOF block + } + + // Loop up to window size times based on how many blocks we can fit in the + // client snapMsec and rate + + // based on the rate, how many bytes can we fit in the snapMsec time of the client + // normal rate / snapshotMsec calculation + rate = cl->rate; + if ( sv_maxRate->integer ) { + if ( sv_maxRate->integer < 1000 ) { + Cvar_Set( "sv_MaxRate", "1000" ); + } + if ( sv_maxRate->integer < rate ) { + rate = sv_maxRate->integer; + } + } + + if (!rate) { + blockspersnap = 1; + } else { + blockspersnap = ( (rate * cl->snapshotMsec) / 1000 + MAX_DOWNLOAD_BLKSIZE ) / + MAX_DOWNLOAD_BLKSIZE; + } + + if (blockspersnap < 0) + blockspersnap = 1; + + while (blockspersnap--) { + + // Write out the next section of the file, if we have already reached our window, + // automatically start retransmitting + + if (cl->downloadClientBlock == cl->downloadCurrentBlock) + return; // Nothing to transmit + + if (cl->downloadXmitBlock == cl->downloadCurrentBlock) { + // We have transmitted the complete window, should we start resending? + + //FIXME: This uses a hardcoded one second timeout for lost blocks + //the timeout should be based on client rate somehow + if (svs.time - cl->downloadSendTime > 1000) + cl->downloadXmitBlock = cl->downloadClientBlock; + else + return; + } + + // Send current block + curindex = (cl->downloadXmitBlock % MAX_DOWNLOAD_WINDOW); + + MSG_WriteByte( msg, svc_download ); + MSG_WriteShort( msg, cl->downloadXmitBlock ); + + // block zero is special, contains file size + if ( cl->downloadXmitBlock == 0 ) + MSG_WriteLong( msg, cl->downloadSize ); + + MSG_WriteShort( msg, cl->downloadBlockSize[curindex] ); + + // Write the block + if ( cl->downloadBlockSize[curindex] ) { + MSG_WriteData( msg, cl->downloadBlocks[curindex], cl->downloadBlockSize[curindex] ); + } + + Com_DPrintf( "clientDownload: %d : writing block %d\n", cl - svs.clients, cl->downloadXmitBlock ); + + // Move on to the next block + // It will get sent with next snap shot. The rate will keep us in line. + cl->downloadXmitBlock++; + + cl->downloadSendTime = svs.time; + } +} + +/* +================= +SV_Disconnect_f + +The client is going to disconnect, so remove the connection immediately FIXME: move to game? +================= +*/ +static void SV_Disconnect_f( client_t *cl ) { + SV_DropClient( cl, "disconnected" ); +} + +/* +================= +SV_VerifyPaks_f + +If we are pure, disconnect the client if they do no meet the following conditions: + +1. the first two checksums match our view of cgame and ui +2. there are no any additional checksums that we do not have + +This routine would be a bit simpler with a goto but i abstained + +================= +*/ +static void SV_VerifyPaks_f( client_t *cl ) { + int nChkSum1, nChkSum2, nClientPaks, nServerPaks, i, j, nCurArg; + int nClientChkSum[1024]; + int nServerChkSum[1024]; + const char *pPaks, *pArg; + qboolean bGood = qtrue; + + // if we are pure, we "expect" the client to load certain things from + // certain pk3 files, namely we want the client to have loaded the + // ui and cgame that we think should be loaded based on the pure setting + // + if ( sv_pure->integer != 0 ) { + + bGood = qtrue; + nChkSum1 = nChkSum2 = 0; + // we run the game, so determine which cgame and ui the client "should" be running + bGood = (FS_FileIsInPAK("vm/cgame.qvm", &nChkSum1) == 1); + if (bGood) + bGood = (FS_FileIsInPAK("vm/ui.qvm", &nChkSum2) == 1); + + nClientPaks = Cmd_Argc(); + + // start at arg 2 ( skip serverId cl_paks ) + nCurArg = 1; + + pArg = Cmd_Argv(nCurArg++); + if(!pArg) { + bGood = qfalse; + } + else + { + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 + // we may get incoming cp sequences from a previous checksumFeed, which we need to ignore + // since serverId is a frame count, it always goes up + if (atoi(pArg) < sv.checksumFeedServerId) + { + Com_DPrintf("ignoring outdated cp command from client %s\n", cl->name); + return; + } + } + + // we basically use this while loop to avoid using 'goto' :) + while (bGood) { + + // must be at least 6: "cl_paks cgame ui @ firstref ... numChecksums" + // numChecksums is encoded + if (nClientPaks < 6) { + bGood = qfalse; + break; + } + // verify first to be the cgame checksum + pArg = Cmd_Argv(nCurArg++); + if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum1 ) { + bGood = qfalse; + break; + } + // verify the second to be the ui checksum + pArg = Cmd_Argv(nCurArg++); + if (!pArg || *pArg == '@' || atoi(pArg) != nChkSum2 ) { + bGood = qfalse; + break; + } + // should be sitting at the delimeter now + pArg = Cmd_Argv(nCurArg++); + if (*pArg != '@') { + bGood = qfalse; + break; + } + // store checksums since tokenization is not re-entrant + for (i = 0; nCurArg < nClientPaks; i++) { + nClientChkSum[i] = atoi(Cmd_Argv(nCurArg++)); + } + + // store number to compare against (minus one cause the last is the number of checksums) + nClientPaks = i - 1; + + // make sure none of the client check sums are the same + // so the client can't send 5 the same checksums + for (i = 0; i < nClientPaks; i++) { + for (j = 0; j < nClientPaks; j++) { + if (i == j) + continue; + if (nClientChkSum[i] == nClientChkSum[j]) { + bGood = qfalse; + break; + } + } + if (bGood == qfalse) + break; + } + if (bGood == qfalse) + break; + + // get the pure checksums of the pk3 files loaded by the server + pPaks = FS_LoadedPakPureChecksums(); + Cmd_TokenizeString( pPaks ); + nServerPaks = Cmd_Argc(); + if (nServerPaks > 1024) + nServerPaks = 1024; + + for (i = 0; i < nServerPaks; i++) { + nServerChkSum[i] = atoi(Cmd_Argv(i)); + } + + // check if the client has provided any pure checksums of pk3 files not loaded by the server + for (i = 0; i < nClientPaks; i++) { + for (j = 0; j < nServerPaks; j++) { + if (nClientChkSum[i] == nServerChkSum[j]) { + break; + } + } + if (j >= nServerPaks) { + bGood = qfalse; + break; + } + } + if ( bGood == qfalse ) { + break; + } + + // check if the number of checksums was correct + nChkSum1 = sv.checksumFeed; + for (i = 0; i < nClientPaks; i++) { + nChkSum1 ^= nClientChkSum[i]; + } + nChkSum1 ^= nClientPaks; + if (nChkSum1 != nClientChkSum[nClientPaks]) { + bGood = qfalse; + break; + } + + // break out + break; + } + + cl->gotCP = qtrue; + + if (bGood) { + cl->pureAuthentic = 1; + } + else { + cl->pureAuthentic = 0; + cl->nextSnapshotTime = -1; + cl->state = CS_ACTIVE; + SV_SendClientSnapshot( cl ); + SV_DropClient( cl, "Unpure client detected. Invalid .PK3 files referenced!" ); + } + } +} + +/* +================= +SV_ResetPureClient_f +================= +*/ +static void SV_ResetPureClient_f( client_t *cl ) { + cl->pureAuthentic = 0; + cl->gotCP = qfalse; +} + +/* +================= +SV_UserinfoChanged + +Pull specific info from a newly changed userinfo string +into a more C friendly form. +================= +*/ +void SV_UserinfoChanged( client_t *cl ) { + char *val; + int i; + + // name for C code + Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) ); + + // rate command + + // if the client is on the same subnet as the server and we aren't running an + // internet public server, assume they don't need a rate choke + if ( Sys_IsLANAddress( cl->netchan.remoteAddress ) && com_dedicated->integer != 2 && sv_lanForceRate->integer == 1) { + cl->rate = 99999; // lans should not rate limit + } else { + val = Info_ValueForKey (cl->userinfo, "rate"); + if (strlen(val)) { + i = atoi(val); + cl->rate = i; + if (cl->rate < 1000) { + cl->rate = 1000; + } else if (cl->rate > 90000) { + cl->rate = 90000; + } + } else { + cl->rate = 3000; + } + } + val = Info_ValueForKey (cl->userinfo, "handicap"); + if (strlen(val)) { + i = atoi(val); + if (i<=0 || i>100 || strlen(val) > 4) { + Info_SetValueForKey( cl->userinfo, "handicap", "100" ); + } + } + + // snaps command + val = Info_ValueForKey (cl->userinfo, "snaps"); + if (strlen(val)) { + i = atoi(val); + if ( i < 1 ) { + i = 1; + } else if ( i > sv_fps->integer ) { + i = sv_fps->integer; + } + cl->snapshotMsec = 1000/i; + } else { + cl->snapshotMsec = 50; + } + + // TTimo + // maintain the IP information + // this is set in SV_DirectConnect (directly on the server, not transmitted), may be lost when client updates it's userinfo + // the banning code relies on this being consistently present + val = Info_ValueForKey (cl->userinfo, "ip"); + if (!val[0]) + { + //Com_DPrintf("Maintain IP in userinfo for '%s'\n", cl->name); + if ( !NET_IsLocalAddress(cl->netchan.remoteAddress) ) + Info_SetValueForKey( cl->userinfo, "ip", NET_AdrToString( cl->netchan.remoteAddress ) ); + else + // force the "ip" info key to "localhost" for local clients + Info_SetValueForKey( cl->userinfo, "ip", "localhost" ); + } +} + + +/* +================== +SV_UpdateUserinfo_f +================== +*/ +static void SV_UpdateUserinfo_f( client_t *cl ) { + Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) ); + + SV_UserinfoChanged( cl ); + // call prog code to allow overrides + VM_Call( gvm, GAME_CLIENT_USERINFO_CHANGED, cl - svs.clients ); +} + +typedef struct { + char *name; + void (*func)( client_t *cl ); +} ucmd_t; + +static ucmd_t ucmds[] = { + {"userinfo", SV_UpdateUserinfo_f}, + {"disconnect", SV_Disconnect_f}, + {"cp", SV_VerifyPaks_f}, + {"vdr", SV_ResetPureClient_f}, + {"download", SV_BeginDownload_f}, + {"nextdl", SV_NextDownload_f}, + {"stopdl", SV_StopDownload_f}, + {"donedl", SV_DoneDownload_f}, + + {NULL, NULL} +}; + +/* +================== +SV_ExecuteClientCommand + +Also called by bot code +================== +*/ +void SV_ExecuteClientCommand( client_t *cl, const char *s, qboolean clientOK ) { + ucmd_t *u; + qboolean bProcessed = qfalse; + + Cmd_TokenizeString( s ); + + // see if it is a server level command + for (u=ucmds ; u->name ; u++) { + if (!strcmp (Cmd_Argv(0), u->name) ) { + u->func( cl ); + bProcessed = qtrue; + break; + } + } + + if (clientOK) { + // pass unknown strings to the game + if (!u->name && sv.state == SS_GAME) { + VM_Call( gvm, GAME_CLIENT_COMMAND, cl - svs.clients ); + } + } + else if (!bProcessed) + Com_DPrintf( "client text ignored for %s: %s\n", cl->name, Cmd_Argv(0) ); +} + +/* +=============== +SV_ClientCommand +=============== +*/ +static qboolean SV_ClientCommand( client_t *cl, msg_t *msg ) { + int seq; + const char *s; + qboolean clientOk = qtrue; + + seq = MSG_ReadLong( msg ); + s = MSG_ReadString( msg ); + + // see if we have already executed it + if ( cl->lastClientCommand >= seq ) { + return qtrue; + } + + Com_DPrintf( "clientCommand: %s : %i : %s\n", cl->name, seq, s ); + + // drop the connection if we have somehow lost commands + if ( seq > cl->lastClientCommand + 1 ) { + Com_Printf( "Client %s lost %i clientCommands\n", cl->name, + seq - cl->lastClientCommand + 1 ); + SV_DropClient( cl, "Lost reliable commands" ); + return qfalse; + } + + // malicious users may try using too many string commands + // to lag other players. If we decide that we want to stall + // the command, we will stop processing the rest of the packet, + // including the usercmd. This causes flooders to lag themselves + // but not other people + // We don't do this when the client hasn't been active yet since its + // normal to spam a lot of commands when downloading + if ( !com_cl_running->integer && + cl->state >= CS_ACTIVE && + sv_floodProtect->integer && + svs.time < cl->nextReliableTime ) { + // ignore any other text messages from this client but let them keep playing + // TTimo - moved the ignored verbose to the actual processing in SV_ExecuteClientCommand, only printing if the core doesn't intercept + clientOk = qfalse; + } + + // don't allow another command for one second + cl->nextReliableTime = svs.time + 1000; + + SV_ExecuteClientCommand( cl, s, clientOk ); + + cl->lastClientCommand = seq; + Com_sprintf(cl->lastClientCommandString, sizeof(cl->lastClientCommandString), "%s", s); + + return qtrue; // continue procesing +} + + +//================================================================================== + + +/* +================== +SV_ClientThink + +Also called by bot code +================== +*/ +void SV_ClientThink (client_t *cl, usercmd_t *cmd) { + cl->lastUsercmd = *cmd; + + if ( cl->state != CS_ACTIVE ) { + return; // may have been kicked during the last usercmd + } + + VM_Call( gvm, GAME_CLIENT_THINK, cl - svs.clients ); +} + +/* +================== +SV_UserMove + +The message usually contains all the movement commands +that were in the last three packets, so that the information +in dropped packets can be recovered. + +On very fast clients, there may be multiple usercmd packed into +each of the backup packets. +================== +*/ +static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) { + int i, key; + int cmdCount; + usercmd_t nullcmd; + usercmd_t cmds[MAX_PACKET_USERCMDS]; + usercmd_t *cmd, *oldcmd; + + if ( delta ) { + cl->deltaMessage = cl->messageAcknowledge; + } else { + cl->deltaMessage = -1; + } + + cmdCount = MSG_ReadByte( msg ); + + if ( cmdCount < 1 ) { + Com_Printf( "cmdCount < 1\n" ); + return; + } + + if ( cmdCount > MAX_PACKET_USERCMDS ) { + Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" ); + return; + } + + // use the checksum feed in the key + key = sv.checksumFeed; + // also use the message acknowledge + key ^= cl->messageAcknowledge; + // also use the last acknowledged server command in the key + key ^= Com_HashKey(cl->reliableCommands[ cl->reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ], 32); + + Com_Memset( &nullcmd, 0, sizeof(nullcmd) ); + oldcmd = &nullcmd; + for ( i = 0 ; i < cmdCount ; i++ ) { + cmd = &cmds[i]; + MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd ); + oldcmd = cmd; + } + + // save time for ping calculation + cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time; + + // TTimo + // catch the no-cp-yet situation before SV_ClientEnterWorld + // if CS_ACTIVE, then it's time to trigger a new gamestate emission + // if not, then we are getting remaining parasite usermove commands, which we should ignore + if (sv_pure->integer != 0 && cl->pureAuthentic == 0 && !cl->gotCP) { + if (cl->state == CS_ACTIVE) + { + // we didn't get a cp yet, don't assume anything and just send the gamestate all over again + Com_DPrintf( "%s: didn't get cp command, resending gamestate\n", cl->name, cl->state ); + SV_SendClientGameState( cl ); + } + return; + } + + // if this is the first usercmd we have received + // this gamestate, put the client into the world + if ( cl->state == CS_PRIMED ) { + SV_ClientEnterWorld( cl, &cmds[0] ); + // the moves can be processed normaly + } + + // a bad cp command was sent, drop the client + if (sv_pure->integer != 0 && cl->pureAuthentic == 0) { + SV_DropClient( cl, "Cannot validate pure client!"); + return; + } + + if ( cl->state != CS_ACTIVE ) { + cl->deltaMessage = -1; + return; + } + + // usually, the first couple commands will be duplicates + // of ones we have previously received, but the servertimes + // in the commands will cause them to be immediately discarded + for ( i = 0 ; i < cmdCount ; i++ ) { + // if this is a cmd from before a map_restart ignore it + if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) { + continue; + } + // extremely lagged or cmd from before a map_restart + //if ( cmds[i].serverTime > svs.time + 3000 ) { + // continue; + //} + // don't execute if this is an old cmd which is already executed + // these old cmds are included when cl_packetdup > 0 + if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) { + continue; + } + SV_ClientThink (cl, &cmds[ i ]); + } +} + + +/* +=========================================================================== + +USER CMD EXECUTION + +=========================================================================== +*/ + +/* +=================== +SV_ExecuteClientMessage + +Parse a client packet +=================== +*/ +void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) { + int c; + int serverId; + + MSG_Bitstream(msg); + + serverId = MSG_ReadLong( msg ); + cl->messageAcknowledge = MSG_ReadLong( msg ); + + if (cl->messageAcknowledge < 0) { + // usually only hackers create messages like this + // it is more annoying for them to let them hanging +#ifndef NDEBUG + SV_DropClient( cl, "DEBUG: illegible client message" ); +#endif + return; + } + + cl->reliableAcknowledge = MSG_ReadLong( msg ); + + // NOTE: when the client message is fux0red the acknowledgement numbers + // can be out of range, this could cause the server to send thousands of server + // commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient + if (cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS) { + // usually only hackers create messages like this + // it is more annoying for them to let them hanging +#ifndef NDEBUG + SV_DropClient( cl, "DEBUG: illegible client message" ); +#endif + cl->reliableAcknowledge = cl->reliableSequence; + return; + } + // if this is a usercmd from a previous gamestate, + // ignore it or retransmit the current gamestate + // + // if the client was downloading, let it stay at whatever serverId and + // gamestate it was at. This allows it to keep downloading even when + // the gamestate changes. After the download is finished, we'll + // notice and send it a new game state + // + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536 + // don't drop as long as previous command was a nextdl, after a dl is done, downloadName is set back to "" + // but we still need to read the next message to move to next download or send gamestate + // I don't like this hack though, it must have been working fine at some point, suspecting the fix is somewhere else + if ( serverId != sv.serverId && !*cl->downloadName && !strstr(cl->lastClientCommandString, "nextdl") ) { + if ( serverId >= sv.restartedServerId && serverId < sv.serverId ) { // TTimo - use a comparison here to catch multiple map_restart + // they just haven't caught the map_restart yet + Com_DPrintf("%s : ignoring pre map_restart / outdated client message\n", cl->name); + return; + } + // if we can tell that the client has dropped the last + // gamestate we sent them, resend it + if ( cl->messageAcknowledge > cl->gamestateMessageNum ) { + Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name ); + SV_SendClientGameState( cl ); + } + return; + } + + // this client has acknowledged the new gamestate so it's + // safe to start sending it the real time again + if( cl->oldServerTime && serverId == sv.serverId ){ + Com_DPrintf( "%s acknowledged gamestate\n", cl->name ); + cl->oldServerTime = 0; + } + + // read optional clientCommand strings + do { + c = MSG_ReadByte( msg ); + if ( c == clc_EOF ) { + break; + } + if ( c != clc_clientCommand ) { + break; + } + if ( !SV_ClientCommand( cl, msg ) ) { + return; // we couldn't execute it because of the flood protection + } + if (cl->state == CS_ZOMBIE) { + return; // disconnect command + } + } while ( 1 ); + + // read the usercmd_t + if ( c == clc_move ) { + SV_UserMove( cl, msg, qtrue ); + } else if ( c == clc_moveNoDelta ) { + SV_UserMove( cl, msg, qfalse ); + } else if ( c != clc_EOF ) { + Com_Printf( "WARNING: bad command byte for client %i\n", cl - svs.clients ); + } +// if ( msg->readcount != msg->cursize ) { +// Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients ); +// } +} |