//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Holds the CGCSession class // //============================================================================= #ifndef GCSESSION_H #define GCSESSION_H #ifdef _WIN32 #pragma once #endif #include "scheduledfunction.h" #include "framefunction.h" #include "gcsdk/gc_sharedobjectcache.h" namespace GCSDK { class CGCGSSession; // Spew group for anything related to sessions extern CGCEmitGroup g_EGSessions; //----------------------------------------------------------------------------- // Utility class to handle rate limiting based upon a steam ID and message using two console variables to control rate //----------------------------------------------------------------------------- //utility class to handle rate limiting based upon a steam ID class CSteamIDRateLimit { public: CSteamIDRateLimit( const GCConVar& cvNumPerPeriod, const GCConVar* pcvPeriodS = NULL ); ~CSteamIDRateLimit(); //given a steam ID, this will determine if it should be rate limited bool BIsRateLimited( CSteamID steamID, uint32 unMsgType ); //frame function to clear the list after a period of time bool OnFrameFn( const CLimitTimer& timer ); private: //the last time we cleared our list RTime32 m_LastClear; //the frame function so we can detect when we need to clear CFrameFunction< CSteamIDRateLimit> m_FrameFunction; //the map of messages we have tracked for each user CUtlHashMapLarge< CSteamID, uint32 > m_Msgs; //the console variables that track the time window and the messages allowed const GCConVar& m_cvNumPerPeriod; const GCConVar* m_pcvPeriodS; }; //------------------------------------------------------------------------------------------ // CMsgRateLimitTracker // A utility class to track when messages go over so that we can see users/msgs that are being spammed //------------------------------------------------------------------------------------------ class CMsgRateLimitTracker { public: CMsgRateLimitTracker(); //called to track a message that was rate limited void TrackRateLimitedMsg( const CSteamID steamID, MsgType_t eMsgType ); //called to report the collected rate limiting stats void ReportMsgStats() const; void ReportTopUsers( uint32 nMinMsgs, uint32 nListTop ) const; void ReportUserStats() const; //called to clear all collected stats void ClearStats(); private: //the time we started collecting stats at RTime32 m_StartTime; //map detailing the number of messages of each type that have been dropped CUtlHashMapLarge< MsgType_t, uint32 > m_MsgStats; CUtlHashMapLarge< CSteamID, uint32 > m_UserStats; }; extern CMsgRateLimitTracker g_RateLimitTracker; //----------------------------------------------------------------------------- // Purpose: Base class for sessions in the GC //----------------------------------------------------------------------------- class CGCSession { public: CGCSession( const CSteamID & steamID, CGCSharedObjectCache *pCache ); virtual ~CGCSession(); const CSteamID & GetSteamID() const { return m_steamID; } const CGCSharedObjectCache *GetSOCache() const { return m_pSOCache; } CGCSharedObjectCache *GetSOCache() { return m_pSOCache; } void RemoveSOCache() { m_pSOCache = NULL; } EOSType GetOSType() const { return m_osType; }; bool IsTestSession() const { return m_bIsTestSession; } uint32 GetIPPublic() const { return m_unIPPublic; } bool IsSecure() const { return m_bIsSecure; } bool BIsShuttingDown() const { return m_bIsShuttingDown; } void SetIsShuttingDown( bool bIsShuttingDown ) { m_bIsShuttingDown = bIsShuttingDown; } virtual void Dump( bool bFull = true ) const = 0; bool BRateLimitMessage( MsgType_t unMsgType ); CJobTime GetLastPingSendTime() const { return m_jtTimeSentPing; } CJobTime GetLastMessageReceiveTime() const { return m_jtLastMessageReceived; } void SendPing() const; virtual void MarkAccess() { } virtual void Run(); virtual void YieldingSOCacheReloaded() {} #ifdef DBGFLAG_VALIDATE virtual void Validate( CValidator &validator, const char *pchName ); #endif // DBGFLAG_VALIDATE // Geolocation bool HasGeoLocation() const { return m_haveGeoLocation; } bool GetGeoLocation( float &latitude, float &longittude ) const; virtual void SetGeoLocation( float latitude, float longittude ); //track whether or not this session has been initialized or not bool BIsInitialized() const { return m_bInitialized; } void SetInitialized( bool b ) { m_bInitialized = b; } private: CSteamID m_steamID; CGCSharedObjectCache *m_pSOCache; // Tracks how many messages we've gotten this second so we can block attacks RTime32 m_rtLastMessageReceived; uint32 m_unMessagesRecievedThisSecond; CJobTime m_jtLastMessageReceived; // This is mutable because we update it when we send pings, but sending a // ping to a user/server isn't really a session changing event, so we don't // want to require locking the session to ping it and update its last // sent ping time. mutable CJobTime m_jtTimeSentPing; EOSType m_osType : 16; bool m_bIsShuttingDown : 1; bool m_bIsTestSession : 1; bool m_bIsSecure : 1; bool m_bInitialized : 1; protected: bool m_haveGeoLocation : 1; float m_flLatitude; float m_flLongitude; uint32 m_unIPPublic; friend class CGCBase; }; //----------------------------------------------------------------------------- // Purpose: Base class for user sessions in the GC //----------------------------------------------------------------------------- class CGCUserSession : public CGCSession { public: CGCUserSession( const CSteamID & steamID, CGCSharedObjectCache *pCache ) : CGCSession( steamID, pCache ) { } virtual ~CGCUserSession(); virtual bool BInit(); const CSteamID &GetSteamIDGS() const { return m_steamIDGS; } const CSteamID &GetSteamIDGSPrev() const { return m_steamIDGSPrev; } virtual bool BSetServer( const CSteamID &steamIDGS ); virtual bool BLeaveServer(); virtual void Dump( bool bFull = true ) const; private: CSteamID m_steamIDGS; CSteamID m_steamIDGSPrev; }; //----------------------------------------------------------------------------- // Purpose: Base class for gameserver sessions in the GC //----------------------------------------------------------------------------- class CGCGSSession : public CGCSession { public: CGCGSSession( const CSteamID & steamID, CGCSharedObjectCache *pCache, uint32 unServerAddr, uint16 usServerPort ) ; virtual ~CGCGSSession(); uint32 GetAddr() const { return m_unServerAddr; } uint16 GetPort() const { return m_usServerPort; } void SetIPAndPort( uint32 unServerAddr, uint16 usServerPort ); int GetUserCount() const { return m_vecUsers.Count(); } CSteamID GetUserID( int nIndex ) const { return m_vecUsers[nIndex]; } // Manages users on the server. It is very important that these are not // virtual and not yielding. For custom behavior override the Pre*() hooks below bool BAddUser( const CSteamID &steamIDUser ); bool BRemoveUser( const CSteamID &steamIDUser ); void RemoveAllUsers(); virtual void Dump( bool bFull = true ) const; protected: // Hooks to trigger custom behavior when users are added and removed. It is // very important that these do not yield. If you need to yield, start a job instead virtual void PreAddUser( const CSteamID &steamIDUser ) {} virtual void PostAddUser( const CSteamID &steamIDUser ) {} virtual void PreRemoveUser( const CSteamID &steamIDUser ) {} virtual void PostRemoveUser( const CSteamID &steamIDUser ) {} virtual void PreRemoveAllUsers() {} virtual void PostRemoveAllUsers() {} public: float m_lastUpdateTime; // Last time we received a message from the server #ifdef DBGFLAG_VALIDATE virtual void Validate( CValidator &validator, const char *pchName ); #endif // DBGFLAG_VALIDATE protected: CUtlVector m_vecUsers; // These are the address of the server as connected to Steam uint32 m_unServerAddr; uint16 m_usServerPort; }; } // namespace GCSDK #endif // GCSESSION_H