/**
* vim: set ts=4 :
* =============================================================================
* SourceMod Sample Extension
* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, 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, see .
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or .
*
* Version: $Id$
*/
#include "extension.h"
#include "extensionHelper.h"
#include "CDetour/detours.h"
#include "steam/steam_gameserver.h"
#include "sm_namehashset.h"
#include "proto_oob.h"
#include "protocol.h"
#include "inetworksystem.h"
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
enum
{
NS_CLIENT = 0, // client socket
NS_SERVER, // server socket
NS_HLTV,
NS_MATCHMAKING,
NS_SYSTEMLINK,
#ifdef LINUX
NS_SVLAN, // LAN udp port for Linux. See NET_OpenSockets for info.
#endif
MAX_SOCKETS
};
size_t
strlcpy(char *dst, const char *src, size_t dsize)
{
const char *osrc = src;
size_t nleft = dsize;
/* Copy as many bytes as will fit. */
if (nleft != 0) {
while (--nleft != 0) {
if ((*dst++ = *src++) == '\0')
break;
}
}
/* Not enough room in dst, add NUL and traverse rest of src. */
if (nleft == 0) {
if (dsize != 0)
*dst = '\0'; /* NUL-terminate dst */
while (*src++)
;
}
return(src - osrc - 1); /* count does not include NUL */
}
/**
* @file extension.cpp
* @brief Implement extension code here.
*/
A2SQCache g_A2SQCache; /**< Global singleton for extension's main interface */
A2SQCacheEvents g_A2SQCacheEvents;
A2SQCacheTimer g_A2SQCacheTimer;
SMEXT_LINK(&g_A2SQCache);
ConVar *g_SvLogging = CreateConVar("sv_qcache_logging", "0", FCVAR_NOTIFY, "Log connection checks.");
ConVar *g_SvPacketSizeCheck = CreateConVar("sv_qcache_packet_size_check", "1", FCVAR_NOTIFY, "Check correct packet sizes.");
ConVar *g_SvIPRateLimit = CreateConVar("sv_qcache_iprate_limit", "1", FCVAR_NOTIFY, "Temporarily ban spam requests.");
ConVar *g_SvValidateChallenge = CreateConVar("sv_qcache_validate_info_challenge", "1", FCVAR_NOTIFY, "Check if the a2s_info challenge is valid.");
ConVar *g_SvGameDesc = CreateConVar("sv_gamedesc_override", "default", FCVAR_NOTIFY, "Overwrite the default game description. Set to 'default' to keep default description.");
ConVar *g_SvMapName = CreateConVar("sv_mapname_override", "default", FCVAR_NOTIFY, "Overwrite the map name. Set to 'default' to keep default name.");
ConVar *g_SvCountBotsInfo = CreateConVar("sv_count_bots_info", "1", FCVAR_NOTIFY, "Display bots as players in the a2s_info server query. Enable = '1', Disable = '0'");
ConVar *g_SvCountBotsPlayer = CreateConVar("sv_count_bots_player", "0", FCVAR_NOTIFY, "Display bots as players in the a2s_player server query. Enable = '1', Disable = '0'");
#if SOURCE_ENGINE < SE_CSGO
ConVar *g_SvHostNameStore = CreateConVar("host_name_store", "1", FCVAR_NOTIFY, "Whether hostname is recorded in game events and GOTV.");
#else
ConVar *g_SvHostNameStore = NULL;
#endif
ConVar *g_pSvVisibleMaxPlayers = NULL;
ConVar *g_pSvTags = NULL;
ConVar *g_pSvEnableOldQueries = NULL;
IGameConfig *g_pGameConf = NULL;
IGameEventManager2 *g_pGameEvents = NULL;
ITimer *g_pA2SQCacheTimer = NULL;
ISDKTools *g_pSDKTools = NULL;
IServer *iserver = NULL;
CGlobalVars *gpGlobals = NULL;
IHLTVDirector *hltvdirector = NULL;
IHLTVServer *hltv = NULL;
double *net_time = NULL;
#if SOURCE_ENGINE == SE_CSGO
const char **g_sVersionString = NULL;
#endif
uint8_t g_UserIDtoClientMap[USHRT_MAX + 1];
typedef struct netpacket_s
{
netadr_t from; // sender IP
#if SOURCE_ENGINE >= SE_CSGO
// ns_address hack
struct // CPeerToPeerAddress
{
CSteamID m_steamID;
int m_steamChannel;
int m_AddrType;
} m_steamID; // SteamID destination
int m_AddrType; // NetworkSystemAddressType_t
#endif
int source; // received source
double received; // received time
unsigned char *data; // pointer to raw packet data
bf_read message; // easy bitbuf data access
int size; // size in bytes
int wiresize; // size in bytes before decompression
bool stream; // was send as stream
struct netpacket_s *pNext; // for internal use, should be NULL in public
} netpacket_t;
typedef struct
{
int nPort; // UDP/TCP use same port number
#if SOURCE_ENGINE >= SE_CSGO
int hUDP;
char pad[4*15];
#else
bool bListening; // true if TCP port is listening
int hUDP; // handle to UDP socket from socket()
int hTCP; // handle to TCP socket from socket()
#endif
} netsocket_t;
class CSteam3Server
{
public:
void *m_pSteamClient;
ISteamGameServer *m_pSteamGameServer;
void *m_pSteamGameServerUtils;
void *m_pSteamGameServerNetworking;
void *m_pSteamGameServerStats;
void *m_pSteamHTTP;
void *m_pSteamInventory;
void *m_pSteamUGC;
void *m_pSteamApps;
} *g_pSteam3Server;
typedef CSteam3Server *(*Steam3ServerFunc)();
Steam3ServerFunc g_pSteam3ServerFunc = NULL;
CSteam3Server *Steam3Server()
{
if (!g_pSteam3ServerFunc)
return NULL;
return g_pSteam3ServerFunc();
}
CUtlVector *net_sockets;
int g_ServerUDPSocket = 0;
CDetour *g_Detour_CBaseServer__InactivateClients = NULL;
SH_DECL_MANUALHOOK1(ProcessConnectionlessPacket, 0, 0, 0, bool, netpacket_t *); // virtual bool IServer::ProcessConnectionlessPacket( netpacket_t *packet ) = 0;
void *s_queryRateChecker = NULL;
bool (*CIPRateLimit__CheckIP)(void *pThis, netadr_t adr);
//bool (*CBaseServer__ValidChallenge)(void *pThis, netadr_t adr, int challengeNr);
struct CQueryCache
{
struct CPlayer
{
bool active = false;
bool fake = false;
int userid = 0;
IClient *pClient = NULL;
char name[MAX_PLAYER_NAME_LENGTH] = "\0";
unsigned nameLen = 0;
int32_t score = 0;
double time = 0.0;
} players[SM_MAXPLAYERS + 1];
struct CInfo
{
uint8_t nProtocol = 17; // Protocol | byte | Protocol version used by the server.
char aHostName[255] = "\0"; // Name | string | Name of the server.
uint8_t aHostNameLen = 0;
char aMapName[255]; // Map | string | Map the server has currently loaded.
uint8_t aMapNameLen = 0;
char aGameDir[255]; // Folder | string | Name of the folder containing the game files.
uint8_t aGameDirLen = 0;
char aGameDescription[255] = "\0"; // Game | string | Full name of the game.
uint8_t aGameDescriptionLen = 0;
uint16_t iSteamAppID = 0; // ID | short | Steam Application ID of game.
uint8_t nNumClients = 0; // Players | byte | Number of players on the server.
uint8_t nMaxClients = 0; // Max. Players | byte | Maximum number of players the server reports it can hold.
uint8_t nFakeClients = 0; // Bots | byte | Number of bots on the server.
uint8_t nServerType = 'd'; // Server type | byte | Indicates the type of server: 'd' for a dedicated server, 'l' for a non-dedicated server, 'p' for a SourceTV relay (proxy)
uint8_t nEnvironment = 'l'; // Environment | byte | Indicates the operating system of the server: 'l' for Linux, 'w' for Windows, 'm' or 'o' for Mac (the code changed after L4D1)
uint8_t nPassword = 0; // Visibility | byte | Indicates whether the server requires a password: 0 for public, 1 for private
uint8_t bIsSecure = 0; // VAC | byte | Specifies whether the server uses VAC: 0 for unsecured, 1 for secured
char aVersion[40] = "\0"; // Version | string | Version of the game installed on the server.
uint8_t aVersionLen = 0;
uint8_t nNewFlags = 0; // Extra Data Flag (EDF) | byte | If present, this specifies which additional data fields will be included.
uint16_t iUDPPort = 0; // EDF & S2A_EXTRA_DATA_HAS_GAME_PORT -> Port | short | The server's game port number.
uint64_t iSteamID = 0; // EDF & S2A_EXTRA_DATA_HAS_STEAMID -> SteamID | long long | Server's SteamID.
uint16_t iHLTVUDPPort = 0; // EDF & S2A_EXTRA_DATA_HAS_SPECTATOR_DATA -> Port | short | Spectator port number for SourceTV.
char aHLTVName[255] = "\0"; // EDF & S2A_EXTRA_DATA_HAS_SPECTATOR_DATA -> Name | string | Name of the spectator server for SourceTV.
uint8_t aHLTVNameLen = 0;
char aKeywords[255] = "\0"; // EDF & S2A_EXTRA_DATA_HAS_GAMETAG_DATA -> Keywords | string | Tags that describe the game according to the server (for future use.) (sv_tags)
uint8_t aKeywordsLen = 0;
uint64_t iGameID = 0; // EDF & S2A_EXTRA_DATA_GAMEID -> GameID | long long | The server's 64-bit GameID. If this is present, a more accurate AppID is present in the low 24 bits. The earlier AppID could have been truncated as it was forced into 16-bit storage.
} info;
} g_QueryCache;
class CBaseClient;
class CBaseServer;
void UpdateQueryCache()
{
// A2S_INFO
CQueryCache::CInfo &info = g_QueryCache.info;
info.aHostNameLen = strlcpy(info.aHostName, g_SvHostNameStore->GetBool() ? iserver->GetName() : gamedll->GetGameDescription(), sizeof(info.aHostName));
if(strcmp(g_SvMapName->GetString(), "default") == 0)
info.aMapNameLen = strlcpy(info.aMapName, iserver->GetMapName(), sizeof(info.aMapName));
else
info.aMapNameLen = strlcpy(info.aMapName, g_SvMapName->GetString(), sizeof(info.aMapName));
if(strcmp(g_SvGameDesc->GetString(), "default") == 0)
info.aGameDescriptionLen = strlcpy(info.aGameDescription, gamedll->GetGameDescription(), sizeof(info.aGameDescription));
else
info.aGameDescriptionLen = strlcpy(info.aGameDescription, g_SvGameDesc->GetString(), sizeof(info.aGameDescription));
if(g_pSvVisibleMaxPlayers->GetInt() >= 0)
info.nMaxClients = g_pSvVisibleMaxPlayers->GetInt();
else
info.nMaxClients = iserver->GetMaxClients();
// NOTE: This key's meaning is changed in the new version. Since we send gameport and specport,
// it knows whether we're running SourceTV or not. Then it only needs to know if we're a dedicated or listen server.
if ( iserver->IsDedicated() )
info.nServerType = 'd'; // d = dedicated server
else
info.nServerType = 'l'; // l = listen server
#if defined(_WIN32)
info.nEnvironment = 'w';
#elif defined(OSX)
info.nEnvironment = 'm';
#else // LINUX?
info.nEnvironment = 'l';
#endif
info.nPassword = iserver->GetPassword() ? 1 : 0;
info.bIsSecure = g_pSteam3Server->m_pSteamGameServer->BSecure() ? 1 : 0;
if(!(info.nNewFlags & S2A_EXTRA_DATA_HAS_STEAMID) && engine->GetGameServerSteamID())
{
info.iSteamID = engine->GetGameServerSteamID()->ConvertToUint64();
info.nNewFlags |= S2A_EXTRA_DATA_HAS_STEAMID;
}
if(!(info.nNewFlags & S2A_EXTRA_DATA_HAS_SPECTATOR_DATA) && hltvdirector->IsActive()) // tv_name can't change anymore
{
#if SOURCE_ENGINE >= SE_CSGO
hltv = hltvdirector->GetHLTVServer(0);
#else
hltv = hltvdirector->GetHLTVServer();
#endif
if(hltv)
{
IServer *ihltvserver = hltv->GetBaseServer();
if(ihltvserver)
{
info.iHLTVUDPPort = ihltvserver->GetLocalUDPPort();
info.aHLTVNameLen = strlcpy(info.aHLTVName, ihltvserver->GetName(), sizeof(info.aHLTVName));
info.nNewFlags |= S2A_EXTRA_DATA_HAS_SPECTATOR_DATA;
}
}
}
info.aKeywordsLen = strlcpy(info.aKeywords, g_pSvTags->GetString(), sizeof(info.aKeywords));
if(info.aKeywordsLen)
info.nNewFlags |= S2A_EXTRA_DATA_HAS_GAMETAG_DATA;
else
info.nNewFlags &= ~S2A_EXTRA_DATA_HAS_GAMETAG_DATA;
}
bool RequireValidChallenge( const netadr_t &adr )
{
if ( g_pSvEnableOldQueries->GetBool() == true )
{
return false; // don't enforce challenge numbers
}
return true;
}
bool ValidInfoChallenge( const netadr_t & adr, const char *nugget )
{
if ( !iserver->IsActive() ) // Must be running a server.
return false ;
if ( !iserver->IsMultiplayer() ) // ignore in single player
return false ;
if ( RequireValidChallenge( adr ) )
{
if ( Q_stricmp( nugget, A2S_KEY_STRING ) ) // if the string isn't equal then fail out
{
return false;
}
}
return true;
}
void SendA2S_PlayerChallenge(netpacket_t * packet, int32_t realChallengeNr)
{
struct sockaddr addr;
packet->from.ToSockadr ( &addr );
CUtlBuffer buf;
buf.EnsureCapacity( MAX_ROUTABLE_PAYLOAD );
buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
buf.PutUnsignedChar( S2C_CHALLENGE );
buf.PutInt( realChallengeNr );
sendto(g_ServerUDPSocket, (const char*)buf.Base(), buf.TellPut(), 0, &addr, sizeof(addr));
}
void SendA2S_Player(netpacket_t * packet)
{
struct sockaddr addr;
packet->from.ToSockadr ( &addr );
CUtlBuffer buf;
buf.EnsureCapacity( MAX_ROUTABLE_PAYLOAD );
buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
buf.PutUnsignedChar( S2A_PLAYER );
unsigned char nPlayerCount = 0;
for(int i = 1; i <= SM_MAXPLAYERS; i++)
{
const CQueryCache::CPlayer &player = g_QueryCache.players[i];
if(!player.active || (player.fake && !g_SvCountBotsPlayer->GetInt()))
continue;
nPlayerCount++;
}
// Number of players
buf.PutUnsignedChar( nPlayerCount );
unsigned char nPlayerUserID = 0;
for(int i = 1; i <= SM_MAXPLAYERS; i++)
{
const CQueryCache::CPlayer &player = g_QueryCache.players[i];
if(!player.active || (player.fake && !g_SvCountBotsPlayer->GetInt()))
continue;
// User ID
buf.PutUnsignedChar( nPlayerUserID );
// Player Name
buf.PutString( player.name );
// Player Score
buf.PutInt( player.score );
// Player Duration
buf.PutFloat( *net_time - player.time );
nPlayerUserID++;
}
sendto(g_ServerUDPSocket, (const char *)buf.Base(), buf.TellPut(), 0, &addr, sizeof(addr));
}
void SendA2S_Info(netpacket_t * packet)
{
struct sockaddr addr;
packet->from.ToSockadr ( &addr );
CUtlBuffer buf;
buf.EnsureCapacity( MAX_ROUTABLE_PAYLOAD );
buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
buf.PutUnsignedChar( S2A_INFO_SRC );
buf.PutUnsignedChar( 17 ); // Hardcoded protocol version number
buf.PutString( g_SvHostNameStore->GetBool() ? iserver->GetName() : gamedll->GetGameDescription() );
buf.PutString( strcmp(g_SvMapName->GetString(), "default") == 0 ? iserver->GetMapName() : g_SvMapName->GetString());
buf.PutString( smutils->GetGameFolderName() );
buf.PutString( strcmp(g_SvGameDesc->GetString(), "default") == 0 ? gamedll->GetGameDescription() : g_SvGameDesc->GetString() );
// The next field is a 16-bit version of the AppID. If our AppID < 65536,
// then let's go ahead and put in in there, to maximize compatibility
// with old clients who might be only using this field but not the new one.
// However, if our AppID won't fit, there's no way we can be compatible,
// anyway, so just put in a zero, which is better than a bogus AppID.
buf.PutShort( LittleWord( g_QueryCache.info.iSteamAppID ) );
// player info
buf.PutUnsignedChar( g_QueryCache.info.nNumClients );
buf.PutUnsignedChar( g_pSvVisibleMaxPlayers->GetInt() >= 0 ? g_pSvVisibleMaxPlayers->GetInt() : iserver->GetMaxClients() );
buf.PutUnsignedChar( g_SvCountBotsInfo->GetInt() ? 0 : g_QueryCache.info.nFakeClients );
// NOTE: This key's meaning is changed in the new version. Since we send gameport and specport,
// it knows whether we're running SourceTV or not. Then it only needs to know if we're a dedicated or listen server.
buf.PutUnsignedChar( g_QueryCache.info.nServerType );
buf.PutUnsignedChar( g_QueryCache.info.nEnvironment );
// Password?
buf.PutUnsignedChar( iserver->GetPassword() ? 1 : 0 );
// Secure?
buf.PutUnsignedChar( g_pSteam3Server->m_pSteamGameServer->BSecure() ? 1 : 0 );
buf.PutString( g_QueryCache.info.aVersion );
//
// NEW DATA.
//
buf.PutUnsignedChar( g_QueryCache.info.nNewFlags );
// Write the rest of the data.
if ( g_QueryCache.info.nNewFlags & S2A_EXTRA_DATA_HAS_GAME_PORT )
{
buf.PutShort( LittleWord( iserver->GetLocalUDPPort() ) );
}
#if SOURCE_ENGINE <= SE_CSGO
if ( g_QueryCache.info.nNewFlags & S2A_EXTRA_DATA_HAS_STEAMID )
{
buf.PutInt64( LittleWord( g_QueryCache.info.iSteamID ) );
}
#endif
if ( g_QueryCache.info.nNewFlags & S2A_EXTRA_DATA_HAS_SPECTATOR_DATA )
{
buf.PutShort( LittleWord( g_QueryCache.info.iHLTVUDPPort ) );
buf.PutString( g_SvHostNameStore->GetBool() ? g_QueryCache.info.aHLTVName : "Counter-Strike: Source" );
}
if ( g_QueryCache.info.nNewFlags & S2A_EXTRA_DATA_HAS_GAMETAG_DATA )
{
buf.PutString( g_QueryCache.info.aKeywords );
}
if ( g_QueryCache.info.nNewFlags & S2A_EXTRA_DATA_GAMEID )
{
// !FIXME! Is there a reason we aren't using the other half
// of this field? Shouldn't we put the game mod ID in there, too?
// We have the game dir.
// buf.PutInt64( LittleQWord( CGameID( appIdResponse ).ToUint64() ) );
buf.PutInt64( LittleQWord( g_QueryCache.info.iGameID ) );
}
sendto(g_ServerUDPSocket, (const char *)buf.Base(), buf.TellPut(), 0, &addr, sizeof(addr));
}
bool Hook_ProcessConnectionlessPacket(netpacket_t * packet)
{
bf_read msg = packet->message; // handy shortcut
char c = msg.ReadChar();
switch ( c )
{
case A2S_INFO:
{
if (g_SvPacketSizeCheck->GetBool() && packet->size < 25)
{
RETURN_META_VALUE(MRES_SUPERCEDE, false);
}
if (g_SvIPRateLimit->GetBool() && !CIPRateLimit__CheckIP(s_queryRateChecker, packet->from))
{
RETURN_META_VALUE(MRES_SUPERCEDE, false);
}
if (g_SvValidateChallenge->GetBool())
{
// Validate challenge
char nugget[ 64 ];
if ( !msg.ReadString( nugget, sizeof( nugget ) ) )
RETURN_META_VALUE(MRES_SUPERCEDE, true);
if ( !ValidInfoChallenge( packet->from, nugget ) )
RETURN_META_VALUE(MRES_SUPERCEDE, true);
}
SendA2S_Info(packet);
RETURN_META_VALUE(MRES_SUPERCEDE, true);
break;
}
case A2S_PLAYER:
{
if (g_SvPacketSizeCheck->GetBool() && packet->size != 5 && packet->size != 9)
{
RETURN_META_VALUE(MRES_SUPERCEDE, false);
}
if (g_SvIPRateLimit->GetBool() && !CIPRateLimit__CheckIP(s_queryRateChecker, packet->from))
{
RETURN_META_VALUE(MRES_SUPERCEDE, false);
}
int32_t challengeNr = -1;
if(packet->size == 9)
challengeNr = *(int32_t *)&packet->data[5];
/* TODO
* This is a complete nonsense challenge as it doesn't offer any protection at all.
* The point of this challenge is to stop spoofed source UDP DDoS reflection attacks,
* so it doesn't really matter if one single server out of thousands doesn't
* implement this correctly. If you do happen to use this on thousands of servers
* though then please do implement it correctly.
*/
int32_t realChallengeNr = *(int32_t *)&packet->from.ip ^ 0x55AADD88;
if(challengeNr != realChallengeNr)
{
SendA2S_PlayerChallenge(packet, realChallengeNr);
RETURN_META_VALUE(MRES_SUPERCEDE, true);
}
SendA2S_Player(packet);
RETURN_META_VALUE(MRES_SUPERCEDE, true);
break;
}
}
RETURN_META_VALUE(MRES_IGNORED, false);
}
DETOUR_DECL_MEMBER0(CBaseServer__InactivateClients, void)
{
for(int slot = 0; slot < iserver->GetClientCount(); slot++)
{
int client = slot + 1;
IClient *pClient = iserver->GetClient(slot);
if(!pClient)
continue;
// Disconnect all fake clients manually before the engine just nukes them.
if(pClient->IsFakeClient() && !pClient->IsHLTV())
{
pClient->Disconnect("");
}
}
return DETOUR_MEMBER_CALL(CBaseServer__InactivateClients)();
}
bool A2SQCache::SDK_OnLoad(char *error, size_t maxlen, bool late)
{
char conf_error[255] = "";
if(!gameconfs->LoadGameConfigFile("a2sqcache.games", &g_pGameConf, conf_error, sizeof(conf_error)))
{
if(conf_error[0])
{
snprintf(error, maxlen, "Could not read a2sqcache.games.txt: %s\n", conf_error);
}
return false;
}
if(!g_pGameConf->GetMemSig("CIPRateLimit__CheckIP", (void **)&CIPRateLimit__CheckIP) || !CIPRateLimit__CheckIP)
{
snprintf(error, maxlen, "Failed to find CIPRateLimit::CheckIP address.\n");
return false;
}
if(!g_pGameConf->GetAddress("s_queryRateChecker", &s_queryRateChecker) || !s_queryRateChecker)
{
snprintf(error, maxlen, "Failed to find s_queryRateChecker address.\n");
return false;
}
if(!g_pGameConf->GetAddress("net_sockets", (void **)&net_sockets) || !net_sockets)
{
snprintf(error, maxlen, "Failed to find net_sockets address.\n");
return false;
}
if(!g_pGameConf->GetAddress("net_time", (void **)&net_time) || !net_time)
{
snprintf(error, maxlen, "Failed to find net_time address.\n");
return false;
}
#if SOURCE_ENGINE == SE_CSGO
if(!g_pGameConf->GetAddress("g_sVersionString", (void **)&g_sVersionString) || !g_sVersionString)
{
snprintf(error, maxlen, "Failed to find g_sVersionString address.\n");
return false;
}
#endif
#ifndef WIN32
if (!g_pGameConf->GetMemSig("Steam3Server", (void **)(&g_pSteam3ServerFunc)) || !g_pSteam3ServerFunc)
{
snprintf(error, maxlen, "Failed to find Steam3Server function.\n");
return false;
}
#else
void *address;
if (!g_pGameConf->GetMemSig("CBaseServer__CheckMasterServerRequestRestart", &address) || !address)
{
snprintf(error, maxlen, "Failed to find CBaseServer__CheckMasterServerRequestRestart function.\n");
return false;
}
int steam3ServerFuncOffset = 0;
if (!g_pGameConf->GetOffset("CheckMasterServerRequestRestart_Steam3ServerFuncOffset", &steam3ServerFuncOffset) || steam3ServerFuncOffset == 0)
{
snprintf(error, maxlen, "Failed to find CheckMasterServerRequestRestart_Steam3ServerFuncOffset offset.\n");
return false;
}
//META_CONPRINTF("CheckMasterServerRequestRestart: %p\n", address);
address = (void *)((intptr_t)address + steam3ServerFuncOffset);
intptr_t offset = (intptr_t)(*(void **)address); // Get offset
g_pSteam3ServerFunc = (Steam3ServerFunc)((intptr_t)address + offset + sizeof(intptr_t));
//META_CONPRINTF("Steam3Server: %p\n", g_pSteam3ServerFunc);
#endif
g_pSteam3Server = Steam3Server();
if (!g_pSteam3Server)
{
snprintf(error, maxlen, "Unable to get Steam3Server singleton.\n");
return false;
}
if (!g_pSteam3Server->m_pSteamGameServer)
{
snprintf(error, maxlen, "Unable to get Steam Game Server.\n");
return false;
}
CDetourManager::Init(g_pSM->GetScriptingEngine(), g_pGameConf);
g_Detour_CBaseServer__InactivateClients = DETOUR_CREATE_MEMBER(CBaseServer__InactivateClients, "CBaseServer__InactivateClients");
if(!g_Detour_CBaseServer__InactivateClients)
{
snprintf(error, maxlen, "Failed to detour CBaseServer__InactivateClients.\n");
return false;
}
g_Detour_CBaseServer__InactivateClients->EnableDetour();
g_pGameEvents->AddListener(&g_A2SQCacheEvents, "player_connect", true);
g_pGameEvents->AddListener(&g_A2SQCacheEvents, "player_disconnect", true);
g_pGameEvents->AddListener(&g_A2SQCacheEvents, "player_changename", true);
playerhelpers->AddClientListener(this);
AutoExecConfig(g_pCVar, true);
return true;
}
bool A2SQCache::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool late)
{
GET_V_IFACE_CURRENT(GetEngineFactory, engine, IVEngineServer, INTERFACEVERSION_VENGINESERVER);
GET_V_IFACE_ANY(GetServerFactory, gamedll, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL);
GET_V_IFACE_CURRENT(GetEngineFactory, g_pGameEvents, IGameEventManager2, INTERFACEVERSION_GAMEEVENTSMANAGER2);
GET_V_IFACE_CURRENT(GetEngineFactory, g_pCVar, ICvar, CVAR_INTERFACE_VERSION);
GET_V_IFACE_CURRENT(GetServerFactory, hltvdirector, IHLTVDirector, INTERFACEVERSION_HLTVDIRECTOR);
gpGlobals = ismm->GetCGlobals();
ConVar_Register(0, this);
g_pSvVisibleMaxPlayers = g_pCVar->FindVar("sv_visiblemaxplayers");
g_pSvTags = g_pCVar->FindVar("sv_tags");
g_pSvEnableOldQueries = g_pCVar->FindVar("sv_enableoldqueries");
#if SOURCE_ENGINE >= SE_CSGO
g_SvHostNameStore = g_pCVar->FindVar("host_name_store");
#endif
return true;
}
void A2SQCache::SDK_OnUnload()
{
if(g_Detour_CBaseServer__InactivateClients)
{
g_Detour_CBaseServer__InactivateClients->Destroy();
g_Detour_CBaseServer__InactivateClients = NULL;
}
g_pGameEvents->RemoveListener(&g_A2SQCacheEvents);
playerhelpers->RemoveClientListener(this);
if(g_pA2SQCacheTimer)
timersys->KillTimer(g_pA2SQCacheTimer);
gameconfs->CloseGameConfigFile(g_pGameConf);
}
bool A2SQCache::RegisterConCommandBase(ConCommandBase *pVar)
{
/* Always call META_REGCVAR instead of going through the engine. */
return META_REGCVAR(pVar);
}
void A2SQCache::SDK_OnAllLoaded()
{
SM_GET_LATE_IFACE(SDKTOOLS, g_pSDKTools);
iserver = g_pSDKTools->GetIServer();
if (!iserver) {
smutils->LogError(myself, "Failed to get IServer interface from SDKTools!");
return;
}
g_ServerUDPSocket = (*net_sockets)[NS_SERVER].hUDP;
if(!g_ServerUDPSocket)
{
smutils->LogError(myself, "Failed to find server UDP socket.");
return;
}
int offset;
if (g_pGameConf->GetOffset("IServer__ProcessConnectionlessPacket", &offset))
{
SH_MANUALHOOK_RECONFIGURE(ProcessConnectionlessPacket, offset, 0, 0);
SH_ADD_MANUALHOOK(ProcessConnectionlessPacket, iserver, SH_STATIC(Hook_ProcessConnectionlessPacket), false);
}
else
{
smutils->LogError(myself, "Failed to find IServer::ProcessConnectionlessPacket offset.");
return;
}
g_pA2SQCacheTimer = timersys->CreateTimer(&g_A2SQCacheTimer, 1.0, NULL, TIMER_FLAG_REPEAT);
// A2S_INFO
CQueryCache::CInfo &info = g_QueryCache.info;
info.aGameDirLen = strlcpy(info.aGameDir, smutils->GetGameFolderName(), sizeof(info.aGameDir));
#if SOURCE_ENGINE == SE_CSGO
info.iSteamAppID = 730; // wtf valve
info.aVersionLen = snprintf(info.aVersion, sizeof(info.aVersion), "%s", *g_sVersionString);
#else
info.iSteamAppID = engine->GetAppID();
info.aVersionLen = snprintf(info.aVersion, sizeof(info.aVersion), "%d", engine->GetServerVersion());
#endif
info.iUDPPort = iserver->GetLocalUDPPort();
info.nNewFlags |= S2A_EXTRA_DATA_HAS_GAME_PORT;
info.iGameID = info.iSteamAppID;
info.nNewFlags |= S2A_EXTRA_DATA_GAMEID;
UpdateQueryCache();
// A2S_PLAYER
for(int slot = 0; slot < iserver->GetClientCount(); slot++)
{
int client = slot + 1;
IClient *pClient = iserver->GetClient(slot);
if(!pClient || !pClient->IsConnected())
continue;
CQueryCache::CPlayer &player = g_QueryCache.players[client];
IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client);
if(!player.active)
{
g_QueryCache.info.nNumClients++;
if(pClient->IsFakeClient() && !pClient->IsHLTV() && (!gplayer || (gplayer->IsConnected() && !gplayer->IsSourceTV())))
{
g_QueryCache.info.nFakeClients++;
player.fake = true;
}
}
player.active = true;
player.pClient = pClient;
player.nameLen = strlcpy(player.name, pClient->GetClientName(), sizeof(player.name));
INetChannelInfo *netinfo = (INetChannelInfo *)player.pClient->GetNetChannel();
if(netinfo)
player.time = *net_time - netinfo->GetTimeConnected();
else
player.time = 0;
if(gplayer && gplayer->IsConnected())
{
IPlayerInfo *info = gplayer->GetPlayerInfo();
if(info)
player.score = info->GetFragCount();
else
player.score = 0;
}
g_UserIDtoClientMap[pClient->GetUserID()] = client;
}
}
void A2SQCache::OnClientSettingsChanged(int client)
{
if(client >= 1 && client <= SM_MAXPLAYERS)
{
CQueryCache::CPlayer &player = g_QueryCache.players[client];
if(player.active && player.pClient)
player.nameLen = strlcpy(player.name, player.pClient->GetClientName(), sizeof(player.name));
}
}
void A2SQCache::OnClientPutInServer(int client)
{
if(client >= 1 && client <= SM_MAXPLAYERS)
{
CQueryCache::CPlayer &player = g_QueryCache.players[client];
IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client);
if(player.active && player.fake && gplayer->IsSourceTV())
{
player.fake = false;
g_QueryCache.info.nFakeClients--;
}
}
}
void A2SQCache::OnTimer()
{
for(int client = 1; client <= SM_MAXPLAYERS; client++)
{
CQueryCache::CPlayer &player = g_QueryCache.players[client];
if(!player.active)
continue;
IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client);
if(!gplayer || !gplayer->IsConnected())
continue;
IPlayerInfo *info = gplayer->GetPlayerInfo();
if(info)
player.score = info->GetFragCount();
}
UpdateQueryCache();
}
void A2SQCacheEvents::FireGameEvent(IGameEvent *event)
{
const char *name = event->GetName();
if(strcmp(name, "player_connect") == 0)
{
const int client = event->GetInt("index") + 1;
const int userid = event->GetInt("userid");
const bool bot = event->GetBool("bot");
const char *name = event->GetString("name");
if (g_SvLogging->GetInt())
g_pSM->LogMessage(myself, "player_connect(client=%d, userid=%d, bot=%d, name=%s)", client, userid, bot, name);
if(client >= 1 && client <= SM_MAXPLAYERS)
{
CQueryCache::CPlayer &player = g_QueryCache.players[client];
player.active = true;
player.fake = false;
player.pClient = iserver->GetClient(client - 1);
g_QueryCache.info.nNumClients++;
if(bot)
{
player.fake = true;
g_QueryCache.info.nFakeClients++;
}
player.time = *net_time;
player.score = 0;
player.nameLen = strlcpy(player.name, player.pClient->GetClientName(), sizeof(player.name));
g_UserIDtoClientMap[userid] = client;
if (g_SvLogging->GetInt())
g_pSM->LogMessage(myself, "\tCPlayer(active=%d, fake=%d, pClient=%p, name=%s)", player.active, player.fake, player.pClient, player.name);
}
}
else if(strcmp(name, "player_disconnect") == 0)
{
const int userid = event->GetInt("userid");
const int client = g_UserIDtoClientMap[userid];
g_UserIDtoClientMap[userid] = 0;
if (g_SvLogging->GetInt())
g_pSM->LogMessage(myself, "player_disconnect(userid=%d, client=%d)", userid, client);
if(client >= 1 && client <= SM_MAXPLAYERS)
{
CQueryCache::CPlayer &player = g_QueryCache.players[client];
if (g_SvLogging->GetInt())
g_pSM->LogMessage(myself, "\tCPlayer(active=%d, fake=%d, pClient=%p, name=%s)", player.active, player.fake, player.pClient, player.name);
if(player.active)
{
g_QueryCache.info.nNumClients--;
if(player.fake)
g_QueryCache.info.nFakeClients--;
}
player.active = false;
player.pClient = NULL;
}
}
else if(strcmp(name, "player_changename") == 0)
{
const int userid = event->GetInt("userid");
const int client = g_UserIDtoClientMap[userid];
g_A2SQCache.OnClientSettingsChanged(client);
}
}
ResultType A2SQCacheTimer::OnTimer(ITimer *pTimer, void *pData)
{
g_A2SQCache.OnTimer();
return Pl_Continue;
}
void A2SQCacheTimer::OnTimerEnd(ITimer *pTimer, void *pData) {}