// ======================================================= // Server side client commands code, reworked by Samual // Last updated: July 24th, 2011 // ======================================================= #define CC_REQUEST_HELP 1 #define CC_REQUEST_COMMAND 2 #define CC_REQUEST_USAGE 3 entity nagger; .float cmd_floodtime; .float cmd_floodcount; .float checkfail; float readyrestart_happened; float readycount; string MapVote_Suggest(string m); void ReadyCount(); // ============================ // Misc. Supporting Functions // ============================ float SV_ParseClientCommand_floodcheck() { if (timeoutStatus != 2) // if the game is not paused... but wait, doesn't that mean it could be dos'd by pausing it? eh? (old code) { if(time == self.cmd_floodtime) // todo: add buffer time as well, ONLY one second is a short amount of time for someone to be spamming. { self.cmd_floodcount += 1; if(self.cmd_floodcount > 8) // todo: replace constant 8 with a cvar for the server to control return FALSE; // too much spam, halt } else { self.cmd_floodtime = time; self.cmd_floodcount = 1; } } return TRUE; // continue, as we're not flooding yet } float Nagger_SendEntity(entity to, float sendflags) { float nags, i, f, b; entity e; WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER); // bits: // 1 = ready // 2 = player needs to ready up // 4 = vote // 8 = player needs to vote // 16 = warmup // sendflags: // 64 = vote counts // 128 = vote string nags = 0; if(readycount) { nags |= 1; if(to.ready == 0) nags |= 2; } if(votecalled) { nags |= 4; if(to.vote_vote == 0) nags |= 8; } if(inWarmupStage) nags |= 16; if(sendflags & 64) nags |= 64; if(sendflags & 128) nags |= 128; if(!(nags & 4)) // no vote called? send no string nags &~= (64 | 128); WriteByte(MSG_ENTITY, nags); if(nags & 64) { WriteByte(MSG_ENTITY, vote_yescount); WriteByte(MSG_ENTITY, vote_nocount); WriteByte(MSG_ENTITY, vote_needed_absolute); WriteChar(MSG_ENTITY, to.vote_vote); } if(nags & 128) WriteString(MSG_ENTITY, votecalledvote_display); if(nags & 1) { for(i = 1; i <= maxclients; i += 8) { for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e)) if(clienttype(e) != CLIENTTYPE_REAL || e.ready) f |= b; WriteByte(MSG_ENTITY, f); } } return TRUE; } void Nagger_Init() { Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity); } void Nagger_VoteChanged() { if(nagger) nagger.SendFlags |= 128; } void Nagger_VoteCountChanged() { if(nagger) nagger.SendFlags |= 64; } void Nagger_ReadyCounted() { if(nagger) nagger.SendFlags |= 1; } void ReadyRestartForce() { local entity e; bprint("^1Server is restarting...\n"); VoteReset(); // clear overtime if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) { //we have to decrease timelimit to its original value again!! float newTL; newTL = autocvar_timelimit; newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime; cvar_set("timelimit", ftos(newTL)); } checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0; readyrestart_happened = 1; game_starttime = time; if(!g_ca && !g_arena) game_starttime += RESTART_COUNTDOWN; restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use inWarmupStage = 0; //once the game is restarted the game is in match stage //reset the .ready status of all players (also spectators) FOR_EACH_CLIENTSLOT(e) e.ready = 0; readycount = 0; Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client if(autocvar_teamplay_lockonrestart && teamplay) { lockteams = 1; bprint("^1The teams are now locked.\n"); } //initiate the restart-countdown-announcer entity if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena) { restartTimer = spawn(); restartTimer.think = restartTimer_Think; restartTimer.nextthink = game_starttime; } //after a restart every players number of allowed timeouts gets reset, too if(autocvar_sv_timeout) { FOR_EACH_REALPLAYER(e) e.allowedTimeouts = autocvar_sv_timeout_number; } //reset map immediately if this cvar is not set if (!autocvar_sv_ready_restart_after_countdown) reset_map(TRUE); if(autocvar_sv_eventlog) GameLogEcho(":restart"); } void ReadyRestart() { // no arena, assault support yet... if(g_arena | g_assault | gameover | intermission_running | race_completing) localcmd("restart\n"); else localcmd("\nsv_hook_gamerestart\n"); ReadyRestartForce(); // reset ALL scores, but only do that at the beginning //of the countdown if sv_ready_restart_after_countdown is off! //Otherwise scores could be manipulated during the countdown! if (!autocvar_sv_ready_restart_after_countdown) Score_ClearAll(); } /** * Counts how many players are ready. If not enough players are ready, the function * does nothing. If all players are ready, the timelimit will be extended and the * restart_countdown variable is set to allow other functions like PlayerPostThink * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown * is not set the map will be resetted. * * Function is called after the server receives a 'ready' sign from a player. */ void ReadyCount() { local entity e; local float r, p; r = p = 0; FOR_EACH_REALPLAYER(e) { p += 1; if(e.ready) r += 1; } readycount = r; Nagger_ReadyCounted(); if(r) // at least one is ready if(r == p) // and, everyone is ready ReadyRestart(); } /** * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown * is set) */ void restartTimer_Think() { restart_mapalreadyrestarted = 1; reset_map(TRUE); Score_ClearAll(); remove(self); return; } /** * Checks whether the player who calls the timeout is allowed to do so. * If so, it initializes the timeout countdown. It also checks whether another * timeout was already running at this time and reacts correspondingly. * * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime, * timeoutInitiator, timeoutStatus, timeoutHandler * * This function is called when a player issues the calltimeout command. */ void evaluateTimeout() { if (inWarmupStage && !g_warmup_allow_timeout) return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n"); if (time < game_starttime ) return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n"); if (timeoutStatus != 2) { //if the map uses a timelimit make sure that timeout cannot be called right before the map ends if (autocvar_timelimit) { //a timelimit was used local float myTl; myTl = autocvar_timelimit; local float lastPossibleTimeout; lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1; if (lastPossibleTimeout < time - game_starttime) return sprint(self, "^7Error: It is too late to call a timeout now!\n"); } } //player may not call a timeout if he has no calls left if (self.allowedTimeouts < 1) return sprint(self, "^7Error: You already used all your timeout calls for this map!\n"); //now all required checks are passed self.allowedTimeouts -= 1; bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left) remainingTimeoutTime = autocvar_sv_timeout_length; remainingLeadTime = autocvar_sv_timeout_leadtime; timeoutInitiator = self; if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet timeoutStatus = 1; //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing timeoutHandler = spawn(); timeoutHandler.think = timeoutHandler_Think; } timeoutHandler.nextthink = time; //always let the entity think asap //inform all connected clients about the timeout call Announce("timeoutcalled"); } /** * Checks whether a player is allowed to resume the game. If he is allowed to do it, * and the lead time for the timeout is still active, this countdown just will be aborted (the * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding * value of the cvar sv_timeout_resumetime. * * This function is called when a player issues the resumegame command. */ void evaluateTimein() { if (!timeoutStatus) return sprint(self, "^7Error: There is no active timeout which could be aborted!\n"); if (self != timeoutInitiator) return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n"); if (timeoutStatus == 1) { remainingTimeoutTime = timeoutStatus = 0; timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n")); } else if (timeoutStatus == 2) { //only shorten the remainingTimeoutTime if it makes sense if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) { bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n")); remainingTimeoutTime = autocvar_sv_timeout_resumetime; timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately } else sprint(self, "^7Error: Your resumegame call was discarded!\n"); } } // ======================= // Command Sub-Functions // ======================= void ClientCommand_autoswitch(float request, entity client, float argc) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2autoswitch^7: Whether or not to switch automatically when getting a better weapon\n"); return; case CC_REQUEST_COMMAND: client.autoswitch = ("0" != argv(1)); sprint(client, strcat("^1autoswitch is currently turned ", (client.autoswitch ? "on" : "off"), ".\n")); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd autoswitch selection\n"); sprint(client, " Where 'selection' is 1 or 0 for on or off.\n"); return; } } void ClientCommand_checkfail(float request, entity client, string command) // used only by client side code { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2checkfail^7: Report if a client-side check failed\n"); return; case CC_REQUEST_COMMAND: print(sprintf("CHECKFAIL: %s (%s) epically failed check %s\n", client.netname, client.netaddress, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)))); client.checkfail = 1; return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd checkfail message\n"); sprint(client, " Where 'message' is the message reported by client about the fail.\n"); return; } } void ClientCommand_clientversion(float request, entity client, float argc) // used only by client side code { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2clientversion^7: Release version of the game\n"); return; case CC_REQUEST_COMMAND: if(client.flags & FL_CLIENT) { client.version = ((argv(1) == "$gameversion") ? 1 : stof(argv(1))); if(client.version < autocvar_gameversion_min || client.version > autocvar_gameversion_max) { client.version_mismatch = 1; ClientKill_TeamChange(-2); // observe } else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force) { //JoinBestTeam(self, FALSE, TRUE); } else if(teamplay && !autocvar_sv_spectate && !(client.team_forced > 0)) { client.classname = "observer"; // really? stuffcmd(client, "menu_showteamselect\n"); } } return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd clientversion version\n"); sprint(client, " Where 'version' is the game version reported by client.\n"); return; } } void ClientCommand_cvar_changes(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2cvar_changes^7: Prints a list of all changed server cvars\n"); return; case CC_REQUEST_COMMAND: sprint(client, cvar_changes); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 sv_cmd cvar_changes\n"); sprint(client, " No arguments required.\n"); //sprint(client, "See also: ^2cvar_purechanges^7\n"); return; } } void ClientCommand_cvar_purechanges(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2cvar_purechanges^7: Prints a list of all changed gameplay cvars\n"); return; case CC_REQUEST_COMMAND: sprint(client, cvar_purechanges); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 sv_cmd cvar_purechanges\n"); sprint(client, " No arguments required.\n"); //sprint(client, "See also: ^2cvar_changes^7\n"); return; } } void ClientCommand_info(float request, entity client, float argc) { string command; switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2info^7: Request for unique server information set up by admin\n"); return; case CC_REQUEST_COMMAND: command = cvar_string_builtin(strcat("sv_info_", argv(1))); if(command) wordwrap_sprint(command, 1111); // why 1111? else sprint(client, "ERROR: unsupported info command\n"); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd info request\n"); sprint(client, " Where 'request' is the suffixed string appended onto the request for cvar.\n"); return; } } void ClientCommand_join(float request, entity client) { entity oldself; switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2join^7: Become a player in the game\n"); return; case CC_REQUEST_COMMAND: if(client.flags & FL_CLIENT) { if(client.classname != "player" && !lockteams && !g_arena) { if(nJoinAllowed(1)) { oldself = self; self = client; if(g_ca) { client.caplayer = 1; } if(autocvar_g_campaign) { campaign_bots_may_start = 1; } client.classname = "player"; PlayerScore_Clear(client); bprint ("^4", client.netname, "^4 is playing now\n"); PutClientInServer(); self = oldself; } else { //player may not join because of g_maxplayers is set centerprint_atprio(client, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT); } } } return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd join\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_ladder(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2ladder^7: Get information about top players if supported\n"); return; case CC_REQUEST_COMMAND: sprint(client, ladder_reply); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd ladder\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_lsmaps(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2lsmaps^7: List maps which can be used with the current game mode\n"); return; case CC_REQUEST_COMMAND: sprint(client, lsmaps_reply); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd lsmaps\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_lsnewmaps(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2lsnewmaps^7: List maps which TODO\n"); return; case CC_REQUEST_COMMAND: sprint(client, lsnewmaps_reply); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd lsnewmaps\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_maplist(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2maplist^7: Full server maplist reply\n"); return; case CC_REQUEST_COMMAND: sprint(client, maplist_reply); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd maplist\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_rankings(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2rankings^7: Print information about rankings\n"); return; case CC_REQUEST_COMMAND: sprint(client, rankings_reply); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd rankings\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_ready(float request, entity client) // TODO: reimplement how this works { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2ready^7: Qualify as ready to end warmup stage (or restart server if allowed)\n"); return; case CC_REQUEST_COMMAND: if(client.flags & FL_CLIENT) { if(inWarmupStage || autocvar_sv_ready_restart || g_race_qualifying == 2) { if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable) { if (client.ready) // toggle { client.ready = FALSE; bprint(client.netname, "^2 is ^1NOT^2 ready\n"); } else { client.ready = TRUE; bprint(client.netname, "^2 is ready\n"); } // cannot reset the game while a timeout is active! if(!timeoutStatus) ReadyCount(); } else { sprint(client, "^1Game has already been restarted\n"); } } } return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd ready\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_records(float request, entity client) { float i; switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2records^7: List top 10 records for the current map\n"); return; case CC_REQUEST_COMMAND: for(i = 0; i < 10; ++i) sprint(client, records_reply[i]); return; // never fall through to usage default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd records\n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_reportcvar(float request, entity client, string command) { float tokens; string s; switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2reportcvar^7: Old system for sending a client cvar to the server\n"); return; case CC_REQUEST_COMMAND: if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then { s = strcat(substring(command, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\""); tokens = tokenize_console(s); } GetCvars(1); return; default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd reportcvar\n"); sprint(client, " No arguments required.\n"); return; } } /* void ClientCommand_(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2blah^7: foobar\n"); return; case CC_REQUEST_COMMAND: return; default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd \n"); sprint(client, " No arguments required.\n"); return; } } void ClientCommand_(float request, entity client) { switch(request) { case CC_REQUEST_HELP: sprint(client, " ^2blah^7: foobar\n"); return; case CC_REQUEST_COMMAND: return; default: case CC_REQUEST_USAGE: sprint(client, "\nUsage:^3 cmd \n"); sprint(client, " No arguments required.\n"); return; } } */ // ====================================== // Main Function Called By Engine (cmd) // ====================================== // If this function exists, server game code parses clientcommand before the engine code gets it. void SV_ParseClientCommand(string command) { float search_request_type; float argc = tokenize_console(command); // for floodcheck switch(strtolower(argv(0))) { // exempt commands which are not subject to floodcheck case "begin": break; // handled by engine in host_cmd.c case "pause": break; // handled by engine in host_cmd.c case "prespawn": break; // handled by engine in host_cmd.c case "reportcvar": break; // handled by server in this file case "sentcvar": break; // handled by server in this file case "spawn": break; // handled by engine in host_cmd.c default: if(SV_ParseClientCommand_floodcheck()) break; // "TRUE": continue, as we're not flooding yet else return; // "FALSE": not allowed to continue, halt } /* NOTE: totally disabled for now, however the functionality and descriptions are there if we ever want it. if(argv(0) == "help") { if(argc == 1) { sprint(self, "\nUsage:^3 cmd COMMAND...^7, where possible commands are:\n"); ClientCommand_autoswitch(CC_REQUEST_HELP, self, 0); ClientCommand_checkfail(CC_REQUEST_HELP, self, ""); ClientCommand_clientversion(CC_REQUEST_HELP, self, 0); ClientCommand_cvar_changes(CC_REQUEST_HELP, self); ClientCommand_cvar_purechanges(CC_REQUEST_HELP, self); ClientCommand_info(CC_REQUEST_HELP, self, 0); ClientCommand_join(CC_REQUEST_HELP, self); ClientCommand_ladder(CC_REQUEST_HELP, self); ClientCommand_lsmaps(CC_REQUEST_HELP, self); ClientCommand_lsnewmaps(CC_REQUEST_HELP, self); ClientCommand_maplist(CC_REQUEST_HELP, self); ClientCommand_rankings(CC_REQUEST_HELP, self); ClientCommand_ready(CC_REQUEST_HELP, self); ClientCommand_records(CC_REQUEST_HELP, self); sprint(self, "For help about specific commands, type cmd help COMMAND\n"); return; } else search_request_type = CC_REQUEST_USAGE; // Instead of trying to call a command, we're going to see detailed information about it } else*/ if(GameCommand_Vote(command, self)) { return; // handled by server/vote.qc } else if(GameCommand_MapVote(argv(0))) { return; // handled by server/g_world.qc } else if(CheatCommand(argc)) { return; // handled by server/cheats.qc } else search_request_type = CC_REQUEST_COMMAND; // continue as usual and scan for normal commands switch(strtolower((search_request_type == CC_REQUEST_USAGE) ? argv(1) : argv(0))) { // Do not hard code aliases for these, instead create them in defaultXonotic.cfg // also: keep in alphabetical order, please ;) case "autoswitch": ClientCommand_autoswitch(search_request_type, self, argc); break; case "checkfail": ClientCommand_checkfail(search_request_type, self, command); break; case "clientversion": ClientCommand_clientversion(search_request_type, self, argc); break; case "cvar_changes": ClientCommand_cvar_changes(search_request_type, self); break; case "cvar_purechanges": ClientCommand_cvar_purechanges(search_request_type, self); break; case "info": ClientCommand_info(search_request_type, self, argc); break; case "join": ClientCommand_join(search_request_type, self); break; case "ladder": ClientCommand_ladder(search_request_type, self); break; case "lsmaps": ClientCommand_lsmaps(search_request_type, self); break; case "lsnewmaps": ClientCommand_lsnewmaps(search_request_type, self); break; case "maplist": ClientCommand_maplist(search_request_type, self); break; case "rankings": ClientCommand_rankings(search_request_type, self); break; case "ready": ClientCommand_ready(search_request_type, self); break; case "records": ClientCommand_records(search_request_type, self); break; default: clientcommand(self, command); //print("Invalid command. For a list of supported commands, try cmd help.\n"); } }