/** * 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) {}