//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifndef SV_RCON_H #define SV_RCON_H #ifdef _WIN32 #pragma once #endif #include "sv_main.h" #include "netmessages.h" #include "net.h" #include "client.h" #include "utlvector.h" #include "utllinkedlist.h" #include "netadr.h" #include "sv_remoteaccess.h" #include "socketcreator.h" #include "igameserverdata.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define RCON_MAX_OUTSTANDING_SENDS 100 // max packets to queue before dropping connection //----------------------------------------------------------------------------- // container class to handle network streams //----------------------------------------------------------------------------- class CRConServer : public ISocketCreatorListener { public: CRConServer( const char *netAddress ); CRConServer(); ~CRConServer(); void SetAddress( const char *netAddress ); void SetPassword( const char *pPassword ); bool HasPassword() const; bool IsPassword( const char *pPassword ) const; bool CreateSocket(); void RunFrame(); bool IsConnected(); void FinishRedirect( const char *msg, const netadr_t &adr ); bool HandleFailedRconAuth( const netadr_t &adr ); void SetRequestID( ra_listener_id listener, int iRequestID ); bool BCloseAcceptedSocket( ra_listener_id nIndex ); // Allows a server to request a listening client to connect to it bool ConnectToListeningClient( const netadr_t &adr, bool bSingleSocket ); // Inherited from ISocketCreatorListener virtual bool ShouldAcceptSocket( SocketHandle_t hSocket, const netadr_t & netAdr ); virtual void OnSocketAccepted( SocketHandle_t hSocket, const netadr_t & netAdr, void** ppData ); virtual void OnSocketClosed( SocketHandle_t hSocket, const netadr_t & netAdr, void* pData ); private: struct ConnectedRConSocket_t { bool authed; int lastRequestID; ra_listener_id listenerID; CUtlBuffer packetbuffer; // data buffer containing pending incoming data for this connection CUtlLinkedList< CUtlBuffer > m_OutstandingSends; // packets pending to be send (queued because of WSAEWOULDBLOCK ) }; struct FailedRCon_t { int badPasswordCount; netadr_t adr; CUtlLinkedList< float > badPasswordTimes; bool operator==( const FailedRCon_t &rhs ) const { return ( adr.CompareAdr( rhs.adr) == 0 ); } bool operator<( const FailedRCon_t &rhs ) const; }; ConnectedRConSocket_t* GetSocketData( int nIndex ); void ProcessAccept(); // NOTE: This function can remove elements. If calling it from a loop, // always iterate over accepted sockets backwards to avoid problems. bool SendRCONResponse( int nIndex, const void *data, int len, bool fromQueue = false ); CSocketCreator m_Socket; CUtlVector< FailedRCon_t > m_failedRcons; CUtlString m_Password; netadr_t m_Address; bool m_bSocketDeleted; }; inline CRConServer::ConnectedRConSocket_t* CRConServer::GetSocketData( int nIndex ) { return (ConnectedRConSocket_t*)m_Socket.GetAcceptedSocketData( nIndex ); } CRConServer & RCONServer(); #ifdef ENABLE_RPT CRConServer & RPTServer(); #endif // ENABLE_RPT #endif // SV_RCON_H