Serious-Engine/Sources/Engine/Network/Server.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

1610 lines
49 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include <Engine/StdH.h>
#include <Engine/Build.h>
#include <Engine/Network/Network.h>
#include <Engine/Network/Server.h>
#include <Engine/Network/SessionState.h>
#include <Engine/Network/PlayerSource.h>
#include <Engine/Network/PlayerBuffer.h>
#include <Engine/Network/PlayerTarget.h>
#include <Engine/Network/NetworkProfile.h>
#include <Engine/Network/ClientInterface.h>
#include <Engine/Network/CommunicationInterface.h>
#include <Engine/Network/Compression.h>
#include <Engine/Network/Diff.h>
#include <Engine/Network/CPacket.h>
#include <Engine/World/WorldSettings.h>
#include <Engine/Base/Console.h>
#include <Engine/Base/Shell.h>
#include <Engine/Math/Functions.h>
#include <Engine/Entities/InternalClasses.h>
#include <Engine/Base/CRC.h>
#include <Engine/Base/ErrorTable.h>
#include <Engine/GameAgent/GameAgent.h>
#include <Engine/Templates/StaticArray.cpp>
extern INDEX ser_iSyncCheckBuffer;
extern FLOAT net_tmDisconnectTimeout;
extern BOOL con_bCapture;
extern CTString con_strCapture;
extern CTString ser_strIPMask;
extern CTString ser_strNameMask;
extern INDEX ser_bInverseBanning;
extern BOOL MatchesBanMask(const CTString &strString, const CTString &strMask);
extern CClientInterface cm_aciClients[SERVER_CLIENTS];
CSessionSocket::CSessionSocket(void)
{
sso_bActive = FALSE;
sso_bVIP = FALSE;
sso_bSendStream = FALSE;
sso_iDisconnectedState = 0;
sso_iLastSentSequence = -1;
sso_ctBadSyncs = 0;
sso_tvLastMessageSent.Clear();
sso_tvLastPingSent.Clear();
}
CSessionSocket::~CSessionSocket(void)
{
sso_bActive = FALSE;
sso_bVIP = FALSE;
sso_bSendStream = FALSE;
sso_iLastSentSequence = -1;
sso_ctBadSyncs = 0;
sso_tvLastMessageSent.Clear();
sso_tvLastPingSent.Clear();
}
void CSessionSocket::Clear(void)
{
sso_bActive = FALSE;
sso_bVIP = FALSE;
sso_bSendStream = FALSE;
sso_tvMessageReceived.Clear();
sso_tmLastSyncReceived = -1.0f;
sso_iLastSentSequence = -1;
sso_tvLastMessageSent.Clear();
sso_tvLastPingSent.Clear();
sso_nsBuffer.Clear();
sso_iDisconnectedState = 0;
sso_ctBadSyncs = 0;
sso_sspParams.Clear();
}
void CSessionSocket::Activate(void)
{
#if DEBUG_SYNCSTREAMDUMPING
ClearDumpStream();
#endif
ASSERT(!sso_bActive);
sso_bActive = TRUE;
sso_bVIP = FALSE;
sso_bSendStream = FALSE;
sso_tvMessageReceived.Clear();
sso_tmLastSyncReceived = -1.0f;
sso_iLastSentSequence = -1;
sso_tvLastMessageSent.Clear();
sso_tvLastPingSent.Clear();
sso_iDisconnectedState = 0;
sso_ctBadSyncs = 0;
sso_sspParams.Clear();
// sso_nsBuffer.Clear();
}
void CSessionSocket::Deactivate(void)
{
sso_iDisconnectedState = 0;
sso_iLastSentSequence = -1;
sso_tvLastMessageSent.Clear();
sso_tvLastPingSent.Clear();
sso_ctBadSyncs = 0;
sso_bActive = FALSE;
sso_nsBuffer.Clear();
sso_sspParams.Clear();
}
BOOL CSessionSocket::IsActive(void)
{
return sso_bActive;
}
extern INDEX cli_iBufferActions;
extern INDEX cli_iMaxBPS;
extern INDEX cli_iMinBPS;
CSessionSocketParams::CSessionSocketParams(void)
{
Clear();
}
void CSessionSocketParams::Clear(void)
{
ssp_iBufferActions = 2;
ssp_iMaxBPS = 4000;
ssp_iMinBPS = 1000;
}
static void ClampParams(void)
{
cli_iBufferActions = Clamp(cli_iBufferActions, INDEX(1), INDEX(20));
cli_iMaxBPS = Clamp(cli_iMaxBPS, INDEX(100), INDEX(1000000));
cli_iMinBPS = Clamp(cli_iMinBPS, INDEX(100), INDEX(1000000));
}
// check if up to date with current params
BOOL CSessionSocketParams::IsUpToDate(void)
{
ClampParams();
return
ssp_iBufferActions == cli_iBufferActions &&
ssp_iMaxBPS == cli_iMaxBPS &&
ssp_iMinBPS == cli_iMinBPS;
}
// update
void CSessionSocketParams::Update(void)
{
ClampParams();
ssp_iBufferActions = cli_iBufferActions;
ssp_iMaxBPS = cli_iMaxBPS;
ssp_iMinBPS = cli_iMinBPS;
}
// message operations
CNetworkMessage &operator<<(CNetworkMessage &nm, CSessionSocketParams &ssp)
{
nm<<ssp.ssp_iBufferActions<<ssp.ssp_iMaxBPS<<ssp.ssp_iMinBPS;
return nm;
}
CNetworkMessage &operator>>(CNetworkMessage &nm, CSessionSocketParams &ssp)
{
nm>>ssp.ssp_iBufferActions>>ssp.ssp_iMaxBPS>>ssp.ssp_iMinBPS;
return nm;
}
/*
* Constructor.
*/
CServer::CServer(void)
{
srv_bActive = FALSE;
srv_assoSessions.New(NET_MAXGAMECOMPUTERS);
srv_aplbPlayers.New(NET_MAXGAMEPLAYERS);
// initialize player indices
INDEX iPlayer = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
itplb->plb_Index = iPlayer;
iPlayer++;
}
}
/*
* Destructor.
*/
CServer::~CServer()
{
srv_bActive = FALSE;
}
/*
* Clear the object.
*/
void CServer::Stop(void)
{
// stop gameagent
GameAgent_ServerEnd();
// tell all clients to disconnect
INDEX ctClients = srv_assoSessions.sa_Count;
INDEX iClient;
for (iClient=0;iClient<ctClients;iClient++) {
if (srv_assoSessions[iClient].sso_bActive == TRUE) {
SendDisconnectMessage(iClient,"Server stopped.");
}
}
// run a few updates, so the message gets sent
for (int ctUpdates=0;ctUpdates<10;ctUpdates++) {
BOOL bFound = FALSE;
for (iClient=0;iClient<ctClients;iClient++) {
if (srv_assoSessions[iClient].sso_bActive == TRUE) {
bFound = TRUE;
break;
}
}
if (bFound == FALSE) {
break;
} else {
_cmiComm.Server_Update();
_pTimer->Sleep(100);
}
}
// stop network driver server
_cmiComm.Server_Close();
// clear all session
srv_assoSessions.Clear();
srv_assoSessions.New(NET_MAXGAMECOMPUTERS);
// clear list of players
srv_aplbPlayers.Clear();
srv_aplbPlayers.New(NET_MAXGAMEPLAYERS);
// initialize player indices
INDEX iPlayer = 0;
{FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
itplb->plb_Index = iPlayer;
iPlayer++;
}}
// init buffer for sync checks
srv_ascChecks.Clear();
srv_bActive = FALSE;
};
/*
* Initialize server and start message handlers.
*/
void CServer::Start_t(void)
{
// init buffer for sync checks
srv_ascChecks.Clear();
// set up structures
srv_tmLastProcessedTick = 0.0f;
srv_iLastProcessedSequence = -1; // -1 so that next one will be 0
srv_bActive = TRUE;
srv_bPause = FALSE;
srv_bGameFinished = FALSE;
srv_fServerStep = 0.0f;
// init network driver server
_cmiComm.Server_Init_t();
// init gameagent
if (_cmiComm.IsNetworkEnabled()) {
GameAgent_ServerInit();
}
}
/*
* Send disconnect message to some node.
*/
void CServer::SendDisconnectMessage(INDEX iClient, const char *strExplanation, BOOL bStream)
{
CSessionSocket &sso = srv_assoSessions[iClient];
if (!bStream) {
CNetworkMessage nmDisconnect(MSG_INF_DISCONNECTED);
// compose message
nmDisconnect<<CTString(strExplanation);
// send it
_pNetwork->SendToClientReliable(iClient, nmDisconnect);
} else {
CTMemoryStream strmDisconnect;
strmDisconnect<<INDEX(MSG_INF_DISCONNECTED);
strmDisconnect<<CTString(strExplanation);
// send the stream to the remote session state
_pNetwork->SendToClientReliable(iClient, strmDisconnect);
}
// report that it has gone away
CPrintF(TRANSV("Client '%s' ordered to disconnect: %s\n"),
(const char *) _cmiComm.Server_GetClientName(iClient), strExplanation);
// if not disconnected before
if (sso.sso_iDisconnectedState==0) {
// mark the disconnection
sso.sso_iDisconnectedState = 1;
// if the client was already kicked before, but is still hanging here
} else {
// force the disconnection
CPrintF(TRANSV("Forcing client '%s' to disconnect\n"),
(const char *) _cmiComm.Server_GetClientName(iClient));
sso.sso_iDisconnectedState = 2;
}
}
// add a new sync check to buffer
void CServer::AddSyncCheck(const CSyncCheck &sc)
{
ser_iSyncCheckBuffer = ClampDn(ser_iSyncCheckBuffer, INDEX(1));
if (srv_ascChecks.Count()!=ser_iSyncCheckBuffer) {
srv_ascChecks.Clear();
srv_ascChecks.New(ser_iSyncCheckBuffer);
}
// find the oldest one
INDEX iOldest = 0;
for (INDEX i=1; i<srv_ascChecks.Count(); i++) {
if (srv_ascChecks[i].sc_tmTick<srv_ascChecks[iOldest].sc_tmTick) {
iOldest=i;
}
}
// overwrite it
srv_ascChecks[iOldest] = sc;
}
// try to find a sync check for given time in the buffer (-1==too old, 0==found, 1==toonew)
INDEX CServer::FindSyncCheck(TIME tmTick, CSyncCheck &sc)
{
BOOL bHasEarlier = FALSE;
BOOL bHasLater = FALSE;
for (INDEX i=0; i<srv_ascChecks.Count(); i++) {
TIME tmInTable = srv_ascChecks[i].sc_tmTick;
if (tmInTable==tmTick) {
sc = srv_ascChecks[i];
return 0;
} else if (tmInTable<tmTick) {
bHasEarlier = TRUE;
} else if (tmInTable>tmTick) {
bHasLater = TRUE;
}
}
if (!bHasEarlier) {
ASSERT(bHasLater);
return -1;
} else if (!bHasLater) {
ASSERT(bHasEarlier);
return +1;
} else {
ASSERT(FALSE); // cannot have both earlier and later and not be found
return +1;
}
}
/* Send one regular batch of sequences to a client. */
void CServer::SendGameStreamBlocks(INDEX iClient)
{
// get corresponding session socket
CSessionSocket &sso = srv_assoSessions[iClient];
// gather needed data to decide what to send
INDEX iLastSent = sso.sso_iLastSentSequence;
INDEX ctMinBytes = sso.sso_sspParams.ssp_iMinBPS/20;
INDEX ctMaxBytes = sso.sso_sspParams.ssp_iMaxBPS/20;
// make sure outgoing message doesn't overflow UDP size
ctMinBytes = Clamp(ctMinBytes, 0L, 1000L);
ctMaxBytes = Clamp(ctMaxBytes, 0L, 1000L);
// limit the clients BPS by server's local settings
extern INDEX ser_iMaxAllowedBPS;
ctMinBytes = ClampUp(ctMinBytes, (INDEX) ( ser_iMaxAllowedBPS/20L - MAX_HEADER_SIZE));
ctMaxBytes = ClampUp(ctMaxBytes, (INDEX) (ser_iMaxAllowedBPS/20L - MAX_HEADER_SIZE));
// prevent server/singleplayer from flooding itself
extern INDEX cli_bPredictIfServer;
if (iClient==0 && !cli_bPredictIfServer) {
ctMinBytes = 0;
ctMaxBytes = (INDEX) 1E6;
}
// CPrintF("Send%d(%d, %d, %d): ", iClient, iLastSent, ctMinBytes, ctMaxBytes);
// start after last sequence that was sent and go upwards
INDEX iSequence = iLastSent+1;
INDEX iStep = +1;
// CPrintF("last=%d -- ", iLastSent);
// initialize the message that is to be sent
CNetworkMessage nmGameStreamBlocks(MSG_GAMESTREAMBLOCKS);
// get one message for last compressed message of valid size
CNetworkMessage nmPackedBlocks(MSG_GAMESTREAMBLOCKS);
CNetworkMessage nmPackedBlocksNew(MSG_GAMESTREAMBLOCKS);
// repeat for max 100 sequences
INDEX iBlocksOk = 0;
INDEX iMaxSent = -1;
for(INDEX i=0; i<100; i++) {
if (iStep<0 && iBlocksOk>=3) {
// break;
}
// get the stream block with current sequence
// CPrintF("%d: ", iSequence);
CNetworkStreamBlock *pnsbBlock;
CNetworkStream::Result res = sso.sso_nsBuffer.GetBlockBySequence(iSequence, pnsbBlock);
// if it is not found
if (res!=CNetworkStream::R_OK) {
// if going upward
if (iStep>0 ) {
// // if this block is missing
// && res==CNetworkStream::R_BLOCKMISSING
// if none sent so far
if (iBlocksOk<=0) {
// give up
// CPrintF("giving up\n");
break;
}
// CPrintF("rewind ", iSequence);
// rewind and continue downward
if (iSequence == iLastSent+1) {
iSequence = iLastSent-1;
} else {
iSequence = iLastSent;
}
iStep = -1;
// retry
continue;
// otherwise
} else {
// stop adding more blocks
break;
}
}
// if uncompressed message would overflow
if (nmGameStreamBlocks.nm_slSize+pnsbBlock->nm_slSize+32>MAX_NETWORKMESSAGE_SIZE) {
// CPrintF("overflow ");
break;
}
// add this block to the message and pack it
pnsbBlock->WriteToMessage(nmGameStreamBlocks);
nmPackedBlocksNew.Reinit();
nmGameStreamBlocks.PackDefault(nmPackedBlocksNew);
// if some blocks written already and the batch is too large
if (iBlocksOk>0) {
if (iStep>0 && nmPackedBlocksNew.nm_slSize>=ctMaxBytes ||
iStep<0 && nmPackedBlocksNew.nm_slSize>=ctMinBytes ) {
// stop
// CPrintF("toomuch ");
break;
}
}
// use new pack
// CPrintF("added ");
nmPackedBlocks = nmPackedBlocksNew;
iMaxSent = Max(iMaxSent, iSequence);
iSequence+= iStep;
iBlocksOk++;
}
// if no blocks to write
if (iBlocksOk<=0) {
// if not sent anything for some time
CTimerValue tvNow = _pTimer->GetHighPrecisionTimer();
extern FLOAT ser_tmKeepAlive;
if ((tvNow-sso.sso_tvLastMessageSent).GetSeconds()>ser_tmKeepAlive) {
// send keepalive
CNetworkMessage nmKeepalive(MSG_KEEPALIVE);
_pNetwork->SendToClient(iClient, nmKeepalive);
sso.sso_tvLastMessageSent = tvNow;
}
// CPrintF("nothing\n");
return;
}
// send the message to the client
// CPrintF("sent: %d=%dB\n", iBlocksOk, nmPackedBlocks.nm_slSize);
_pNetwork->SendToClient(iClient, nmPackedBlocks);
sso.sso_iLastSentSequence = Max(sso.sso_iLastSentSequence, iMaxSent);
sso.sso_tvLastMessageSent = _pTimer->GetHighPrecisionTimer();
// remove the block(s) that fall out of the buffer
extern INDEX ser_iRememberBehind;
sso.sso_nsBuffer.RemoveOlderBlocksBySequence(srv_iLastProcessedSequence-ser_iRememberBehind);
// if haven't sent pings for some time
CTimerValue tvNow = _pTimer->GetHighPrecisionTimer();
extern FLOAT ser_tmPingUpdate;
if ((tvNow-sso.sso_tvLastPingSent).GetSeconds()>ser_tmPingUpdate) {
// send ping info
CNetworkMessage nmPings(MSG_INF_PINGS);
for(INDEX i=0; i<NET_MAXGAMEPLAYERS; i++) {
CPlayerBuffer &plb = srv_aplbPlayers[i];
if (plb.IsActive()) {
BOOL b = 1;
nmPings.WriteBits(&b, 1);
nmPings.WriteBits(&plb.plb_iPing, 10);
} else {
BOOL b = 0;
nmPings.WriteBits(&b, 1);
}
}
_pNetwork->SendToClient(iClient, nmPings);
sso.sso_tvLastPingSent = tvNow;
}
}
/* Resend a batch of game stream blocks to a client. */
void CServer::ResendGameStreamBlocks(INDEX iClient, INDEX iSequence0, INDEX ctSequences)
{
extern INDEX net_bReportMiscErrors;
if (net_bReportMiscErrors) {
CPrintF(TRANSV("Server: Resending sequences %d-%d(%d) to '%s'..."),
iSequence0, iSequence0+ctSequences-1, ctSequences, (const char *) _cmiComm.Server_GetClientName(iClient));
}
// get corresponding session socket
CSessionSocket &sso = srv_assoSessions[iClient];
// create a package message
CNetworkMessage nmGameStreamBlocks(MSG_GAMESTREAMBLOCKS);
CNetworkMessage nmPackedBlocks(MSG_GAMESTREAMBLOCKS);
// for each sequence
INDEX iSequence;
for(iSequence = iSequence0; iSequence<iSequence0+ctSequences; iSequence++) {
// get the stream block with that sequence
CNetworkStreamBlock *pnsbBlock;
CNetworkStream::Result res = sso.sso_nsBuffer.GetBlockBySequence(iSequence, pnsbBlock);
// if it is not found
if (res!=CNetworkStream::R_OK) {
// tell the requesting session state to disconnect
SendDisconnectMessage(iClient, TRANS("Gamestream synchronization lost"));
return;
}
CNetworkMessage nmPackedBlocksNew(MSG_GAMESTREAMBLOCKS);
// pack it in the batch
pnsbBlock->WriteToMessage(nmGameStreamBlocks);
nmGameStreamBlocks.PackDefault(nmPackedBlocksNew);
// if the batch is too large
if (nmPackedBlocksNew.nm_slSize>512) {
// stop
break;
}
// use new pack
nmPackedBlocks = nmPackedBlocksNew;
}
// send the last batch of valid size
_pfNetworkProfile.IncrementCounter(CNetworkProfile::PCI_GAMESTREAMRESENDS);
_pNetwork->SendToClient(iClient, nmPackedBlocks);
extern INDEX net_bReportMiscErrors;
if (net_bReportMiscErrors) {
CPrintF(TRANSV(" sent %d-%d(%d - %db)\n"),
iSequence0, iSequence, iSequence-iSequence0-1, nmPackedBlocks.nm_slSize);
}
}
/* Get number of active players. */
INDEX CServer::GetPlayersCount(void)
{
INDEX ctPlayers = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
if (itplb->IsActive()) {
ctPlayers++;
}
}
return ctPlayers;
}
/* Get number of active vip players. */
INDEX CServer::GetVIPPlayersCount(void)
{
INDEX ctPlayers = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
if (itplb->IsActive() && srv_assoSessions[itplb->plb_iClient].sso_bVIP) {
ctPlayers++;
}
}
return ctPlayers;
}
/* Get total number of active clients. */
INDEX CServer::GetClientsCount(void)
{
INDEX ctClients = 0;
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
ctClients++;
}
return ctClients;
}
/* Get number of active vip clients. */
INDEX CServer::GetVIPClientsCount(void)
{
INDEX ctClients = 0;
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
if (sso.sso_bVIP) {
ctClients++;
}
}
return ctClients;
}
/* Get number of active observers. */
INDEX CServer::GetObserversCount(void)
{
INDEX ctClients = 0;
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
if (sso.sso_ctLocalPlayers == 0) {
ctClients++;
}
}
return ctClients;
}
/* Get number of active players on one client. */
INDEX CServer::GetPlayersCountForClient(INDEX iClient)
{
INDEX ctPlayers = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
if (itplb->IsActive() && itplb->plb_iClient==iClient) {
ctPlayers++;
}
}
return ctPlayers;
}
/*
* Find first inactive client.
*/
CPlayerBuffer *CServer::FirstInactivePlayer(void)
{
// for all players in game
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
// if player is not active
if (!itplb->IsActive()) {
// return it
return &itplb.Current();
}
}
// if no inactive players found, return error
return NULL;
}
/*
* Check if some character already exists in this session.
*/
BOOL CServer::CharacterNameIsUsed(CPlayerCharacter &pcCharacter)
{
// for all players in game
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
// if it is active and has same character as this one
if (itplb->IsActive() && itplb->plb_pcCharacter == pcCharacter) {
// it exists
return TRUE;
}
}
// otherwise, it doesn't exist
return FALSE;
}
// find a mask of all players on a certain client
ULONG CServer::MaskOfPlayersOnClient(INDEX iClient)
{
ULONG ulClientPlayers = 0;
for(INDEX ipl=0; ipl<srv_aplbPlayers.Count(); ipl++) {
CPlayerBuffer &plb = srv_aplbPlayers[ipl];
if (plb.IsActive() && plb.plb_iClient==iClient) {
ulClientPlayers |= 1UL<<ipl;
}
}
return ulClientPlayers;
}
/*
* Handle network messages.
*/
void CServer::ServerLoop(void)
{
// if not started
if (!srv_bActive) {
ASSERTALWAYS("Running server loop for before starting server!");
// do not gather/send actions
return;
}
_pfNetworkProfile.StartTimer(CNetworkProfile::PTI_SERVER_LOOP);
// try {
// _cmiComm.Server_Accept_t();
// } catch (char *strError) {
// CPrintF(TRANSV("Accepting failed, no more clients can connect: %s\n"), strError);
// }
// handle all incoming messages
HandleAll();
INDEX iSpeed = 1;
extern INDEX ser_bWaitFirstPlayer;
// if the local session is keeping up with time and not paused
BOOL bPaused = srv_bPause || _pNetwork->ga_bLocalPause || _pNetwork->IsWaitingForPlayers() ||
srv_bGameFinished || ser_bWaitFirstPlayer;
if (_pNetwork->ga_sesSessionState.ses_bKeepingUpWithTime
&&(_pTimer->GetRealTimeTick()-_pNetwork->ga_sesSessionState.ses_tmLastUpdated<=_pTimer->TickQuantum*2.01f)
&& !bPaused ) {
// advance time
srv_fServerStep += _pNetwork->ga_fGameRealTimeFactor*_pNetwork->ga_sesSessionState.ses_fRealTimeFactor;
// if stepped to next tick
if (srv_fServerStep>=1.0f) {
// find how many ticks were stepped
INDEX iSpeed = ClampDn(INDEX(srv_fServerStep), 1L);
srv_fServerStep -= iSpeed;
// for each tick
for( INDEX i=0; i<iSpeed; i++) {
// make allaction messages for one tick
MakeAllActions();
}
}
}
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && (!sso.IsActive() || !sso.sso_bSendStream)) {
continue;
}
// send one regular batch of sequences to the client
SendGameStreamBlocks(iSession);
}
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SERVER_LOOP);
}
// make allaction messages for one tick
void CServer::MakeAllActions(void)
{
// increment tick counter and processed sequence
srv_tmLastProcessedTick += _pTimer->TickQuantum;
srv_iLastProcessedSequence++;
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
// create all-actions message
CNetworkStreamBlock nsbAllActions(MSG_SEQ_ALLACTIONS, srv_iLastProcessedSequence);
// write time there
nsbAllActions<<srv_tmLastProcessedTick;
// for all players in game
INDEX iPlayer = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
// if player is active
if (itplb->IsActive()) {
// player indices transmission is unneccessary unless if debugging
// // write its index
// nsbAllActions<<iPlayer;
// write its action
itplb->CreateActionPacket(&nsbAllActions, iSession);
}
iPlayer++;
}
// add the all-actions block to the buffer
sso.sso_nsBuffer.AddBlock(nsbAllActions);
}
// for all players in game
{FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
// if player is active
if (itplb->IsActive()) {
// flush oldest action
itplb->AdvanceActionBuffer();
}
}}
}
// add a block to streams for all sessions
void CServer::AddBlockToAllSessions(CNetworkStreamBlock &nsb)
{
// for each active session
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
// add the block to the buffer
sso.sso_nsBuffer.AddBlock(nsb);
}
}
/* Send initialization info to local client. */
void CServer::ConnectLocalSessionState(INDEX iClient, CNetworkMessage &nm)
{
// find session of this client
CSessionSocket &sso = srv_assoSessions[iClient];
// activate it
sso.Activate();
// prepare his initialization message
CNetworkMessage nmInitMainServer(MSG_REP_CONNECTLOCALSESSIONSTATE);
nmInitMainServer<<srv_tmLastProcessedTick;
nmInitMainServer<<srv_iLastProcessedSequence;
sso.sso_ctLocalPlayers = -1;
nm>>sso.sso_sspParams;
// send him server session state initialization message
_pNetwork->SendToClientReliable(iClient, nmInitMainServer);
}
/* Send initialization info to remote client. */
void CServer::ConnectRemoteSessionState(INDEX iClient, CNetworkMessage &nm)
{
ASSERT(iClient>0);
// find session of this client
CSessionSocket &sso = srv_assoSessions[iClient];
// if the IP is banned
if (!MatchesBanMask(_cmiComm.Server_GetClientName(iClient), ser_strIPMask) != !ser_bInverseBanning) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("You are banned from this server"), /*bStream=*/TRUE);
return;
}
// read version info
INDEX iTag, iMajor, iMinor;
nm>>iTag;
#define VTAG 0x56544147 // Looks like 'VTAG' in ASCII.
if (iTag==VTAG) {
nm>>iMajor>>iMinor;
} else {
iMajor = 109;
iMinor = 1;
}
// if wrong
if (iMajor!=_SE_BUILD_MAJOR || iMinor!=_SE_BUILD_MINOR) {
// disconnect the client
CTString strExplanation;
strExplanation.PrintF(TRANSV(
"This server runs version %d.%d, your version is %d.%d.\n"
"Please visit http://www.croteam.com for information on version updating."),
_SE_BUILD_MAJOR, _SE_BUILD_MINOR, iMajor, iMinor);
SendDisconnectMessage(iClient, strExplanation, /*bStream=*/TRUE);
return;
}
extern CTString net_strConnectPassword;
extern CTString net_strVIPPassword;
extern CTString net_strObserverPassword;
extern INDEX net_iVIPReserve;
extern INDEX net_iMaxObservers;
extern INDEX net_iMaxClients;
CTString strGivenMod;
CTString strGivenPassword;
nm>>strGivenMod>>strGivenPassword;
INDEX ctWantedLocalPlayers;
nm>>ctWantedLocalPlayers;
// if wrong mod
if (_strModName!=strGivenMod) {
// disconnect the client
// NOTE: DO NOT TRANSLATE THIS STRING!
CTString strMod(0, "MOD:%s\\%s", (const char *) _strModName, (const char *) _strModURL);
SendDisconnectMessage(iClient, strMod, /*bStream=*/TRUE);
return;
}
// get counts of allowed players, clients, vips and check for connection allowance
INDEX ctMaxAllowedPlayers = _pNetwork->ga_sesSessionState.ses_ctMaxPlayers;
INDEX ctMaxAllowedClients = ctMaxAllowedPlayers;
if (net_iMaxClients>0) {
ctMaxAllowedClients = ClampUp(net_iMaxClients, (INDEX)NET_MAXGAMECOMPUTERS);
}
INDEX ctMaxAllowedVIPPlayers = 0;
INDEX ctMaxAllowedVIPClients = 0;
if (net_iVIPReserve>0 && net_strVIPPassword!="") {
ctMaxAllowedVIPPlayers = ClampDn(net_iVIPReserve-GetVIPPlayersCount(), 0L);
ctMaxAllowedVIPClients = ClampDn(net_iVIPReserve-GetVIPClientsCount(), 0L);
}
INDEX ctMaxAllowedObservers = net_iMaxObservers;
// get current counts
INDEX ctCurrentPlayers = GetPlayersCount();
INDEX ctCurrentClients = GetClientsCount();
INDEX ctCurrentObservers = GetObserversCount();
// check which passwords this client can satisfy
BOOL bAutorizedAsVIP = FALSE;
BOOL bAutorizedAsObserver = FALSE;
BOOL bAutorizedAsPlayer = FALSE;
if (net_strVIPPassword!="" && net_strVIPPassword==strGivenPassword) {
bAutorizedAsVIP = TRUE;
bAutorizedAsPlayer = TRUE;
bAutorizedAsObserver = TRUE;
}
if (net_strConnectPassword=="" || net_strConnectPassword==strGivenPassword) {
bAutorizedAsPlayer = TRUE;
}
if ((net_strObserverPassword==""&&bAutorizedAsPlayer) || net_strObserverPassword==strGivenPassword) {
bAutorizedAsObserver = TRUE;
}
// if the user is not authorised as a VIP
if (!bAutorizedAsVIP) {
// artificially decrease allowed number of players and clients
ctMaxAllowedPlayers = ClampDn(ctMaxAllowedPlayers-ctMaxAllowedVIPPlayers, 0L);
ctMaxAllowedClients = ClampDn(ctMaxAllowedClients-ctMaxAllowedVIPClients, 0L);
}
// if too many clients or players
if (ctCurrentPlayers+ctWantedLocalPlayers>ctMaxAllowedPlayers
||ctCurrentClients+1>ctMaxAllowedClients) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("Server full!"), /*bStream=*/TRUE);
return;
}
// if the user is trying to connect as observer
if (ctWantedLocalPlayers==0) {
// if too many observers already
if (ctCurrentObservers>=ctMaxAllowedObservers && !bAutorizedAsVIP) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("Too many observers!"), /*bStream=*/TRUE);
return;
}
// if observer password is wrong
if (!bAutorizedAsObserver) {
// disconnect the client
if (strGivenPassword=="") {
SendDisconnectMessage(iClient, TRANS("This server requires password for observers!"), /*bStream=*/TRUE);
} else {
SendDisconnectMessage(iClient, TRANS("Wrong observer password!"), /*bStream=*/TRUE);
}
}
// if the user is trying to connect as player
} else {
// if player password is wrong
if (!bAutorizedAsPlayer) {
// disconnect the client
if (strGivenPassword=="") {
SendDisconnectMessage(iClient, TRANS("This server requires password to connect!"), /*bStream=*/TRUE);
} else {
SendDisconnectMessage(iClient, TRANS("Wrong password!"), /*bStream=*/TRUE);
}
}
}
// activate it
sso.Activate();
// load parameters for it
sso.sso_ctLocalPlayers = ctWantedLocalPlayers;
sso.sso_bVIP = bAutorizedAsVIP;
nm>>sso.sso_sspParams;
// try to
try {
// create base info to be sent
extern CTString ser_strMOTD;
CTMemoryStream strmInfo;
strmInfo<<INDEX(MSG_REP_CONNECTREMOTESESSIONSTATE);
strmInfo<<ser_strMOTD;
strmInfo<<_pNetwork->ga_World.wo_fnmFileName;
strmInfo<<_pNetwork->ga_sesSessionState.ses_ulSpawnFlags;
strmInfo.Write_t(_pNetwork->ga_aubDefaultProperties, NET_MAXSESSIONPROPERTIES);
SLONG slSize = strmInfo.GetStreamSize();
// send the stream to the remote session state
_pNetwork->SendToClientReliable(iClient, strmInfo);
CPrintF(TRANSV("Server: Sent initialization info to '%s' (%dk)\n"),
(const char*)_cmiComm.Server_GetClientName(iClient), slSize/1024);
// if failed
} catch (char *strError) {
// deactivate it
sso.Deactivate();
// report error
CPrintF(TRANSV("Server: Cannot prepare connection data: %s\n"), strError);
}
}
/* Send session state data to remote client. */
void CServer::SendSessionStateData(INDEX iClient)
{
ASSERT(iClient>0);
// find session of this client
CSessionSocket &sso = srv_assoSessions[iClient];
// copy its buffer from local session state
sso.sso_nsBuffer.Copy(srv_assoSessions[0].sso_nsBuffer);
// try to
try {
// prepare files or memory streams for connection info
CTFileStream strmStateFile; CTMemoryStream strmStateMem;
CTFileStream strmDeltaFile; CTMemoryStream strmDeltaMem;
CTStream *pstrmState; CTMemoryStream *pstrmDelta;
extern INDEX net_bDumpConnectionInfo;
UBYTE* pubSrc = NULL;
/*if (net_bDumpConnectionInfo) {
strmStateFile.Create_t(CTString("Temp\\State.bin"));
strmDeltaFile.Create_t(CTString("Temp\\Delta.bin"));
pstrmState = &strmStateFile;
pstrmDelta = &strmDeltaFile;
} else {*/
pstrmState = &strmStateMem;
pstrmDelta = &strmDeltaMem;
pubSrc = strmDeltaMem.mstrm_pubBuffer + strmDeltaMem.mstrm_slLocation;
//}
ASSERT(pubSrc != NULL);
// write main session state
_pNetwork->ga_sesSessionState.Write_t(pstrmState);
pstrmState->SetPos_t(0);
SLONG slFullSize = pstrmState->GetStreamSize();
CTMemoryStream strmInfo;
strmInfo<<INDEX(MSG_REP_STATEDELTA);
// compress it to another one, using delta from original
CTMemoryStream strmDefaultState;
strmDefaultState.Write_t
(_pNetwork->ga_pubDefaultState, _pNetwork->ga_slDefaultStateSize);
strmDefaultState.SetPos_t(0);
DIFF_Diff_t(&strmDefaultState, pstrmState, pstrmDelta);
pstrmDelta->SetPos_t(0);
SLONG slDeltaSize = pstrmDelta->GetStreamSize();
CzlibCompressor comp;
comp.PackStream_t(*pstrmDelta, strmInfo);
SLONG slSize = strmInfo.GetStreamSize();
// send the stream to the remote session state
_pNetwork->SendToClientReliable(iClient, strmInfo);
CPrintF(TRANSV("Server: Sent connection data to '%s' (%dk->%dk->%dk)\n"),
(const char*)_cmiComm.Server_GetClientName(iClient),
slFullSize/1024, slDeltaSize/1024, slSize/1024);
if (net_bDumpConnectionInfo) {
CPrintF(TRANSV("Server: Connection data dumped.\n"));
}
// if failed
} catch (char *strError) {
// deactivate it
sso.Deactivate();
// report error
CPrintF(TRANSV("Server: Cannot prepare connection data: %s\n"), strError);
}
}
/* Handle incoming network messages. */
void CServer::HandleAll()
{
// clear last accepted client info
INDEX iClient = -1;
/* if (_cmiComm.GetLastAccepted(iClient)) {
CPrintF(TRANSV("Server: Accepted session connection by '%s'\n"),
(const char *) _cmiComm.Server_GetClientName(iClient));
}
*/
// for each active client
{for( INDEX iClient=0; iClient<NET_MAXGAMECOMPUTERS; iClient++) {
// handle all of its messages
HandleAllForAClient(iClient);
}}
}
void CServer::HandleAllForAClient(INDEX iClient)
{
// if the client is not connected
if (!_cmiComm.Server_IsClientUsed(iClient)) {
// skip it
return;
}
// update the client's max BPS limit from the session socket parameters
cm_aciClients[iClient].ci_pbOutputBuffer.pb_pbsLimits.pbs_fBandwidthLimit = srv_assoSessions[iClient].sso_sspParams.ssp_iMaxBPS*8;
// find session of this client
CSessionSocket &sso = srv_assoSessions[iClient];
// if hasn't received sync check for too long
extern INDEX ser_bKickOnSyncLate;
if (ser_bKickOnSyncLate &&sso.sso_bActive &&
sso.sso_tmLastSyncReceived>0 &&
sso.sso_tmLastSyncReceived<_pNetwork->ga_sesSessionState.ses_tmLastSyncCheck -
(2*ser_iSyncCheckBuffer*_pNetwork->ga_sesSessionState.ses_tmSyncCheckFrequency)) {
SendDisconnectMessage(iClient, TRANS("No valid SYNCCHECK received for too long!"));
}
if (iClient>0 && sso.sso_bActive && sso.sso_bSendStream && sso.sso_tvMessageReceived.tv_llValue>0 &&
(_pTimer->GetHighPrecisionTimer()-sso.sso_tvMessageReceived).GetSeconds()>net_tmDisconnectTimeout) {
SendDisconnectMessage(iClient, TRANS("Connection timeout"));
}
// if the client is disconnected
if (!_cmiComm.Server_IsClientUsed(iClient) || sso.sso_iDisconnectedState>1) {
CPrintF(TRANSV("Server: Client '%s' disconnected.\n"), (const char *) _cmiComm.Server_GetClientName(iClient));
// clear it
_cmiComm.Server_ClearClient(iClient);
// free all that data that was allocated for the client
HandleClientDisconected(iClient);
}
CNetworkMessage nmReceived;
// repeat
FOREVER {
// if there is some reliable message
if (_pNetwork->ReceiveFromClientReliable(iClient, nmReceived)) {
// process it
Handle(iClient, nmReceived);
// if there are no more messages
} else {
// skip to receiving unreliable
break;
}
}
// if the client has confirmed disconnect in this loop
if (!_cmiComm.Server_IsClientUsed(iClient) || sso.sso_iDisconnectedState>1) {
CPrintF(TRANSV("Server: Client '%s' disconnected.\n"), (const char *) _cmiComm.Server_GetClientName(iClient));
// clear it
_cmiComm.Server_ClearClient(iClient);
// free all that data that was allocated for the client
HandleClientDisconected(iClient);
}
// repeat
FOREVER {
// if there is some unreliable message
if (_pNetwork->ReceiveFromClient(iClient, nmReceived)) {
// process it
Handle(iClient, nmReceived);
// if there are no more messages
} else {
// finish with this client
break;
}
}
}
void CServer::HandleClientDisconected(INDEX iClient)
{
// find session of this client
CSessionSocket &sso = srv_assoSessions[iClient];
// deactivate it
sso.Deactivate();
INDEX iPlayer = 0;
FOREACHINSTATICARRAY(srv_aplbPlayers, CPlayerBuffer, itplb) {
// if player is on that client
if (itplb->plb_iClient==iClient) {
// create message for removing player from all session
CNetworkStreamBlock nsbRemPlayerData(MSG_SEQ_REMPLAYER, ++srv_iLastProcessedSequence);
nsbRemPlayerData<<iPlayer; // player index
// put the message in buffer to be sent to all sessions
AddBlockToAllSessions(nsbRemPlayerData);
// deactivate it
itplb->Deactivate();
}
iPlayer++;
}
}
// split the rcon response string into lines and send one by one to the client
static void SendAdminResponse(INDEX iClient, const CTString &strResponse)
{
CTString str = strResponse;
while (str!="") {
CTString strLine = str;
strLine.OnlyFirstLine();
str.RemovePrefix(strLine);
str.DeleteChar(0);
if (strLine.Length()>0) {
CNetworkMessage nm(MSG_ADMIN_RESPONSE);
nm<<strLine;
_pNetwork->SendToClientReliable(iClient, nm);
}
}
}
void CServer::Handle(INDEX iClient, CNetworkMessage &nmMessage)
{
CSessionSocket &sso = srv_assoSessions[iClient];
sso.sso_tvMessageReceived = _pTimer->GetHighPrecisionTimer();
switch (nmMessage.GetType()) {
// if if it is just keepalive, ignore it
case MSG_KEEPALIVE: break;
case MSG_REP_DISCONNECTED: {
CSessionSocket &sso = srv_assoSessions[iClient];
sso.sso_iDisconnectedState=2;
} break;
// if local session state asks for registration
case MSG_REQ_CONNECTLOCALSESSIONSTATE: {
ConnectLocalSessionState(iClient, nmMessage);
} break;
// if remote server asks for registration
case MSG_REQ_CONNECTREMOTESESSIONSTATE: {
ConnectRemoteSessionState(iClient, nmMessage);
} break;
// if remote server asks for data
case MSG_REQ_STATEDELTA: {
CPrintF(TRANSV("Sending statedelta response\n"));
SendSessionStateData(iClient);
} break;
// if player asks for registration
case MSG_REQ_CONNECTPLAYER: {
// check that someone doesn't add too many players
if (iClient>0 && GetPlayersCountForClient(iClient)>=sso.sso_ctLocalPlayers) {
CTString strMessage;
strMessage.PrintF(TRANSV("Protocol violation"));
SendDisconnectMessage(iClient, strMessage);
}
// read character data from the message
CPlayerCharacter pcCharacter;
nmMessage>>pcCharacter;
// if the name is banned
if (!MatchesBanMask(pcCharacter.GetName(), ser_strNameMask) != !ser_bInverseBanning) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("You are banned from this server"), /*bStream=*/TRUE);
return;
}
CPlayerBuffer *pplbNewClient;
// find some inactive player
pplbNewClient = FirstInactivePlayer();
// if there is some active player with same character name
if (CharacterNameIsUsed(pcCharacter)) {
// send refusal message
CTString strMessage;
strMessage.PrintF(TRANSV("Player character '%s' already exists in this session."),
(const char *) pcCharacter.GetName());
SendDisconnectMessage(iClient, strMessage);
// if the max. number of clients is not reached
} else if (pplbNewClient!=NULL) {
// activate it
pplbNewClient->Activate(iClient);
INDEX iNewPlayer = pplbNewClient->plb_Index;
// remember its character
pplbNewClient->plb_pcCharacter = pcCharacter;
// create message for adding player data to sessions
CNetworkStreamBlock nsbAddClientData(MSG_SEQ_ADDPLAYER, ++srv_iLastProcessedSequence);
nsbAddClientData<<iNewPlayer; // client index
nsbAddClientData<<pcCharacter; // client character data
extern INDEX ser_bWaitFirstPlayer;
ser_bWaitFirstPlayer = 0; // player is here don't wait any more
// put the message in buffer to be sent to all servers
AddBlockToAllSessions(nsbAddClientData);
// send him client initialization message
CNetworkMessage nmPlayerRegistered(MSG_REP_CONNECTPLAYER);
nmPlayerRegistered<<iNewPlayer; // player index
_pNetwork->SendToClientReliable(iClient, nmPlayerRegistered);
// notify gameagent
GameAgent_ServerStateChanged();
// if refused
} else {
// send him refusal message
SendDisconnectMessage(iClient, TRANS("Too many players in session."));
}
} break;
// if client source wants to change character
case MSG_REQ_CHARACTERCHANGE: {
// read character data from the message
INDEX iPlayer;
CPlayerCharacter pcCharacter;
nmMessage>>iPlayer>>pcCharacter;
// first check if the request is valid
if (iPlayer<0 || iPlayer>srv_aplbPlayers.Count() ) {
break;
}
CPlayerBuffer &plb = srv_aplbPlayers[iPlayer];
if (plb.plb_iClient!=iClient || !(plb.plb_pcCharacter==pcCharacter) ) {
break;
}
// if all was right, add that as change a sequence
CNetworkStreamBlock nsbChangeChar(MSG_SEQ_CHARACTERCHANGE, ++srv_iLastProcessedSequence);
nsbChangeChar<<iPlayer;
nsbChangeChar<<pcCharacter;
plb.plb_pcCharacter = pcCharacter;
// put the message in buffer to be sent to all clients
AddBlockToAllSessions(nsbChangeChar);
} break;
// if client source sends action packet
case MSG_ACTION: {
CSessionSocket &sso = srv_assoSessions[iClient];
// for each possible player on that client
for(INDEX ipls=0; ipls<NET_MAXLOCALPLAYERS; ipls++) {
// see if saved in the message
BOOL bSaved = 0;
nmMessage.ReadBits(&bSaved, 1);
// if saved
if (bSaved) {
// read client index
INDEX iPlayer = 0;
nmMessage.ReadBits(&iPlayer, 4);
CPlayerBuffer &plb = srv_aplbPlayers[iPlayer];
// if the player is not on that client
if (plb.plb_iClient!=iClient) {
// consider the entire message invalid
CPrintF("Wrong Client!\n");
break;
}
// read ping
plb.plb_iPing = 0;
nmMessage.ReadBits(&plb.plb_iPing, 10);
// let the corresponding client buffer receive the message
INDEX iMaxBuffer = sso.sso_sspParams.ssp_iBufferActions;
extern INDEX cli_bPredictIfServer;
if (iClient==0 && !cli_bPredictIfServer) {
iMaxBuffer = 1;
}
plb.ReceiveActionPacket(&nmMessage, iMaxBuffer);
}
}
} break;
// if client sent a synchronization check
case MSG_SYNCCHECK: {
extern INDEX ser_bReportSyncOK;
extern INDEX ser_bReportSyncBad;
extern INDEX ser_bReportSyncLate;
extern INDEX ser_bReportSyncEarly;
extern INDEX ser_bPauseOnSyncBad;
extern INDEX ser_iKickOnSyncBad;
// read sync check from the packet
CSyncCheck scRemote;
nmMessage.Read(&scRemote, sizeof(scRemote));
// try to find it in buffer
CSyncCheck scLocal;
INDEX iFound = FindSyncCheck(scRemote.sc_tmTick, scLocal);
// if found
if (iFound==0) {
// flush the clients stream buffer up to that sequence
// (the sync is used as piggy-backed acknowledge of packet receival)
CSessionSocket &sso = srv_assoSessions[iClient];
sso.sso_nsBuffer.RemoveOlderBlocksBySequence(scRemote.sc_iSequence);
// if level was changed
if (scLocal.sc_iLevel!=scRemote.sc_iLevel) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("Level change in progress. Please retry."));
// if it is wrong crc
} else if (scLocal.sc_ulCRC!=scRemote.sc_ulCRC) {
sso.sso_ctBadSyncs++;
if( ser_bReportSyncBad) {
CPrintF( TRANS("SYNCBAD: Client '%s', Sequence %d Tick %.2f - bad %d\n"),
(const char *) _cmiComm.Server_GetClientName(iClient), scRemote.sc_iSequence , scRemote.sc_tmTick, sso.sso_ctBadSyncs);
}
if (ser_iKickOnSyncBad>0) {
if (sso.sso_ctBadSyncs>=ser_iKickOnSyncBad) {
SendDisconnectMessage(iClient, TRANS("Too many bad syncs"));
}
} else if( ser_bPauseOnSyncBad) {
_pNetwork->ga_sesSessionState.ses_bWantPause = TRUE;
}
} else {
sso.sso_ctBadSyncs = 0;
if (ser_bReportSyncOK) {
CPrintF( TRANS("SYNCOK: Client '%s', Tick %.2f\n"),
(const char *) _cmiComm.Server_GetClientName(iClient), scRemote.sc_tmTick);
}
}
// remember that this client has sent sync for that tick
if (srv_assoSessions[iClient].sso_tmLastSyncReceived<scRemote.sc_tmTick) {
srv_assoSessions[iClient].sso_tmLastSyncReceived = scRemote.sc_tmTick;
}
// if too old
} else if (iFound<0) {
// report only if syncs are ok now (so that we don't report a bunch of late syncs on level change
if( ser_bReportSyncLate && srv_assoSessions[iClient].sso_tmLastSyncReceived>0) {
CPrintF( TRANS("SYNCLATE: Client '%s', Tick %.2f\n"),
(const char *) _cmiComm.Server_GetClientName(iClient), scRemote.sc_tmTick);
}
// if too new
} else {
if( ser_bReportSyncEarly) {
CPrintF( TRANS("SYNCEARLY: Client '%s', Tick %.2f\n"),
(const char *) _cmiComm.Server_GetClientName(iClient), scRemote.sc_tmTick);
}
// remember that this client has sent sync for that tick
// (even though we cannot really check that it is valid)
if (srv_assoSessions[iClient].sso_tmLastSyncReceived<scRemote.sc_tmTick) {
srv_assoSessions[iClient].sso_tmLastSyncReceived = scRemote.sc_tmTick;
}
}
} break;
// if a server requests resend of some game stream packets
case MSG_REQUESTGAMESTREAMRESEND: {
// get the sequences from the block
INDEX iSequence0, ctSequences;
nmMessage>>iSequence0;
nmMessage>>ctSequences;
// resend the game stream blocks to the server
ResendGameStreamBlocks(iClient, iSequence0, ctSequences);
} break;
// if a client wants to toggle pause
case MSG_REQ_PAUSE: {
// read the pause state from the message
BOOL bWantPause;
nmMessage>>(INDEX&)bWantPause;
// if state is new
if (!srv_bPause != !bWantPause) {
// if the client may pause
extern INDEX ser_bClientsMayPause;
if (_cmiComm.Server_IsClientLocal(iClient) || ser_bClientsMayPause) {
// change it
srv_bPause = bWantPause;
// add the pause state block to the buffer to be sent to all clients
CNetworkStreamBlock nsbPause(MSG_SEQ_PAUSE, ++srv_iLastProcessedSequence);
nsbPause<<(INDEX&)srv_bPause;
nsbPause<<_cmiComm.Server_GetClientName(iClient);
AddBlockToAllSessions(nsbPause);
}
}
} break;
// if a player wants to change its buffer settings
case MSG_SET_CLIENTSETTINGS: {
// read data
CSessionSocket &sso = srv_assoSessions[iClient];
nmMessage>>sso.sso_sspParams;
} break;
// if a chat message was sent
case MSG_CHAT_IN: {
// get it
ULONG ulFrom, ulTo;
CTString strMessage;
nmMessage>>ulFrom>>ulTo>>strMessage;
// filter the from address by the client's players
ulFrom &= MaskOfPlayersOnClient(iClient);
// if the source has no players
if (ulFrom==0) {
// make it public message
ulTo = (ULONG) -1;
}
// make the outgoing message
CNetworkMessage nmOut(MSG_CHAT_OUT);
nmOut<<ulFrom;
if (ulFrom==0) {
CTString strFrom;
if (iClient==0) {
strFrom = TRANS("Server");
} else {
strFrom.PrintF(TRANSV("Client %d"), iClient);
}
nmOut<<strFrom;
}
nmOut<<strMessage;
// for each active client
for(INDEX iSession=0; iSession<srv_assoSessions.Count(); iSession++) {
CSessionSocket &sso = srv_assoSessions[iSession];
if (iSession>0 && !sso.IsActive()) {
continue;
}
// if message is public or the client has some of destination players
if (ulTo==-1 || ulTo&MaskOfPlayersOnClient(iSession)) {
// send the message to that computer
_pNetwork->SendToClient(iSession, nmOut);
}
}
} break;
// if a crc response is received
case MSG_REQ_CRCLIST: {
CPrintF(TRANSV("Sending CRC response\n"));
// create CRC challenge
CTMemoryStream strmCRC;
strmCRC<<INDEX(MSG_REQ_CRCCHECK);
strmCRC.Write_t(_pNetwork->ga_pubCRCList, _pNetwork->ga_slCRCList);
SLONG slSize = strmCRC.GetStreamSize();
// send the stream to the remote session state
_pNetwork->SendToClientReliable(iClient, strmCRC);
CPrintF(TRANSV("Server: Sent CRC challenge to '%s' (%dk)\n"),
(const char*)_cmiComm.Server_GetClientName(iClient), slSize/1024);
} break;
// if a crc response is received
case MSG_REP_CRCCHECK: {
// get it
ULONG ulCRC;
INDEX iLastSequence;
nmMessage>>ulCRC>>iLastSequence;
// if not same
if (_pNetwork->ga_ulCRC!=ulCRC) {
// disconnect the client
SendDisconnectMessage(iClient, TRANS("Wrong CRC check."));
// if same
} else {
CPrintF(TRANSV("Server: Client '%s', CRC check OK\n"),
(const char*)_cmiComm.Server_GetClientName(iClient));
// use the piggybacked sequence number to initiate sending stream to it
CSessionSocket &sso = srv_assoSessions[iClient];
sso.sso_bSendStream = TRUE;
sso.sso_nsBuffer.RemoveOlderBlocksBySequence(iLastSequence);
sso.sso_iLastSentSequence = iLastSequence;
}
} break;
// if a rcon request is received
case MSG_ADMIN_COMMAND: {
extern CTString net_strAdminPassword;
// get it
CTString strPassword, strCommand;
nmMessage>>strPassword>>strCommand;
if (net_strAdminPassword=="") {
CNetworkMessage nmRes(MSG_ADMIN_RESPONSE);
nmRes<<CTString(TRANS("Remote administration not allowed on this server.\n"));
CPrintF(TRANSV("Server: Client '%s', Tried to use remote administration.\n"),
(const char*)_cmiComm.Server_GetClientName(iClient));
_pNetwork->SendToClientReliable(iClient, nmRes);
} else if (net_strAdminPassword!=strPassword) {
CPrintF(TRANSV("Server: Client '%s', Wrong password for remote administration.\n"),
(const char*)_cmiComm.Server_GetClientName(iClient));
SendDisconnectMessage(iClient, TRANS("Wrong admin password. The attempt was logged."));
break;
} else {
CPrintF(TRANSV("Server: Client '%s', Admin cmd: %s\n"),
(const char*)_cmiComm.Server_GetClientName(iClient), (const char *) strCommand);
con_bCapture = TRUE;
con_strCapture = "";
_pShell->Execute(strCommand+";");
CTString strResponse = CTString(">")+strCommand+"\n"+con_strCapture;
SendAdminResponse(iClient, strResponse);
con_bCapture = FALSE;
con_strCapture = "";
}
} break;
// otherwise
default:
ASSERT(FALSE);
}
}