Rcon
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parent
4fe63068fa
commit
e7a0cd99cc
@ -3,7 +3,9 @@
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "command.hpp"
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#include "rcon.hpp"
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#include <utils/thread.hpp>
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#include <utils/hook.hpp>
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@ -114,6 +116,11 @@ namespace console
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int dispatch_message(const int type, const std::string& message)
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{
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if (rcon::message_redirect(message))
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{
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return 0;
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}
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std::lock_guard _0(print_mutex);
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clear_output();
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@ -116,11 +116,14 @@ namespace logger
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{
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public:
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void post_unpack() override
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{
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if (!game::environment::is_dedi())
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{
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// lua stuff
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utils::hook::jump(SELECT_VALUE(0x106010_b, 0x27CBB0_b), print_dev); // debug
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utils::hook::jump(SELECT_VALUE(0x107680_b, 0x27E210_b), print_error); // error
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utils::hook::jump(SELECT_VALUE(0x0E6E30_b, 0x1F6140_b), printf); // print
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}
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com_error_hook.create(game::Com_Error, com_error_stub);
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}
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232
src/client/component/rcon.cpp
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232
src/client/component/rcon.cpp
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@ -0,0 +1,232 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include "command.hpp"
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#include "console.hpp"
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#include "network.hpp"
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#include "scheduler.hpp"
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#include "rcon.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace rcon
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{
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namespace
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{
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bool is_redirecting_ = false;
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bool has_redirected_ = false;
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game::netadr_s redirect_target_ = {};
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std::recursive_mutex redirect_lock;
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void setup_redirect(const game::netadr_s& target)
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{
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std::lock_guard<std::recursive_mutex> $(redirect_lock);
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has_redirected_ = false;
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is_redirecting_ = true;
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redirect_target_ = target;
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}
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void clear_redirect()
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{
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std::lock_guard<std::recursive_mutex> $(redirect_lock);
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has_redirected_ = false;
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is_redirecting_ = false;
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redirect_target_ = {};
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}
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void send_rcon_command(const std::string& password, const std::string& data)
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{
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// If you are the server, don't bother with rcon and just execute the command
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if (game::Dvar_FindVar("sv_running")->current.enabled)
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{
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game::Cbuf_AddText(0, 0, data.data());
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return;
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}
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if (password.empty())
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{
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console::info("You must login first to use RCON\n");
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return;
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}
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if (*game::mp::connect_state != nullptr && *game::connectionState >= game::CA_CONNECTED)
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{
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const auto target = (*game::mp::connect_state)->address;
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const auto buffer = password + " " + data;
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network::send(target, "rcon", buffer);
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}
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else
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{
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console::warn("You need to be connected to a server!\n");
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}
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}
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std::string build_status_buffer()
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{
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const auto sv_maxclients = game::Dvar_FindVar("sv_maxclients");
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const auto mapname = game::Dvar_FindVar("mapname");
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std::string buffer{};
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buffer.append(utils::string::va("map: %s\n", mapname->current.string));
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buffer.append(
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"num score bot ping guid name address qport\n");
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buffer.append(
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"--- ----- --- ---- -------------------------------- ---------------- --------------------- -----\n");
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const auto svs_clients = *game::mp::svs_clients;
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if (svs_clients == nullptr)
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{
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return buffer;
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}
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for (int i = 0; i < sv_maxclients->current.integer; i++)
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{
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const auto client = &svs_clients[i];
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char clean_name[32] = {0};
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strncpy_s(clean_name, client->name, sizeof(clean_name));
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game::I_CleanStr(clean_name);
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if (client->header.state >= 1)
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{
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buffer.append(utils::string::va("%3i %5i %3s %s %32s %16s %21s %5i\n",
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i,
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game::G_GetClientScore(i),
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game::SV_BotIsBot(i) ? "Yes" : "No",
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(client->header.state == 2)
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? "CNCT"
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: (client->header.state == 1)
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? "ZMBI"
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: utils::string::va("%4i", game::SV_GetClientPing(i)),
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game::SV_GetGuid(i),
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clean_name,
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network::net_adr_to_string(client->header.remoteAddress),
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client->header.remoteAddress.port)
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);
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}
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}
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return buffer;
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}
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}
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bool message_redirect(const std::string& message)
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{
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std::lock_guard<std::recursive_mutex> $(redirect_lock);
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if (is_redirecting_)
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{
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has_redirected_ = true;
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network::send(redirect_target_, "print", message, '\n');
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return true;
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}
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return false;
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_sp())
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{
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return;
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}
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scheduler::once([]()
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{
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dvars::register_string("rcon_password", "", game::DvarFlags::DVAR_FLAG_NONE,
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"The password for remote console");
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}, scheduler::pipeline::main);
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command::add("status", []()
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{
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const auto sv_running = game::Dvar_FindVar("sv_running");
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if (game::VirtualLobby_Loaded() || !sv_running || !sv_running->current.enabled)
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{
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console::error("Server is not running\n");
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return;
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}
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auto status_buffer = build_status_buffer();
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console::info(status_buffer.data());
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});
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if (!game::environment::is_dedi())
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{
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command::add("rcon", [&](const command::params& params)
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{
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static std::string rcon_password{};
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if (params.size() < 2) return;
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const auto operation = params.get(1);
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if (operation == "login"s)
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{
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if (params.size() < 3) return;
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rcon_password = params.get(2);
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}
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else if (operation == "logout"s)
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{
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rcon_password.clear();
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}
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else
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{
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send_rcon_command(rcon_password, params.join(1));
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}
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});
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}
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else
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{
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network::on("rcon", [](const game::netadr_s& addr, const std::string_view& data)
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{
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const auto message = std::string{data};
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const auto pos = message.find_first_of(" ");
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if (pos == std::string::npos)
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{
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network::send(addr, "print", "Invalid RCon request", '\n');
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console::info("Invalid RCon request from %s\n", network::net_adr_to_string(addr));
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return;
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}
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const auto password = message.substr(0, pos);
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const auto command = message.substr(pos + 1);
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const auto rcon_password = game::Dvar_FindVar("rcon_password");
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if (command.empty() || !rcon_password || !rcon_password->current.string || !strlen(
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rcon_password->current.string))
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{
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return;
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}
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setup_redirect(addr);
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if (password != rcon_password->current.string)
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{
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network::send(redirect_target_, "print", "Invalid rcon password", '\n');
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console::error("Invalid rcon password\n");
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}
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else
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{
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command::execute(command, true);
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}
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if (!has_redirected_)
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{
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network::send(redirect_target_, "print", "", '\n');
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}
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clear_redirect();
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});
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}
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}
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};
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}
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REGISTER_COMPONENT(rcon::component)
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src/client/component/rcon.hpp
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6
src/client/component/rcon.hpp
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#pragma once
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namespace rcon
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{
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bool message_redirect(const std::string& message);
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}
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int num_players;
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};
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// made up
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struct connect_state_t
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{
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char __pad0[0xC];
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netadr_s address;
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};
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static_assert(offsetof(client_state_t, ping) == 0x4A50);
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static_assert(offsetof(client_state_t, num_players) == 0x4A5C);
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WEAK symbol<int(const char* fname)> generateHashValue{0x11FEA0, 0x183F80};
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WEAK symbol<void()> G_Glass_Update{0x2992E0, 0x417940};
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WEAK symbol<int(int clientNum)> G_GetClientScore{0x0, 0x0};
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WEAK symbol<int(int clientNum)> G_GetClientScore{0x0, 0x420420};
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WEAK symbol<unsigned int(const char* name)> G_GetWeaponForName{0x2F20F0, 0x461180};
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WEAK symbol<int(playerState_s* ps, unsigned int weapon, int dualWield,
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int startInAltMode, int, int, int, char, ...)> G_GivePlayerWeapon{0x2F24F0, 0x461600};
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@ -241,6 +241,8 @@ namespace game
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WEAK symbol<CmdArgs> cmd_args{0xB48FEE0, 0x2ED1E00};
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WEAK symbol<CmdArgsPrivate> cmd_argsPrivate{0, 0x3513F20};
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WEAK symbol<int> connectionState{0x0, 0x2EC82C8};
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WEAK symbol<int> g_poolSize{0x0, 0x0};
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WEAK symbol<scrVarGlob_t> scr_VarGlob{0xBD80E00, 0xB138180};
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@ -274,6 +276,7 @@ namespace game
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WEAK symbol<bool> virtualLobby_loaded{0x0, 0x2E6EC9D};
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WEAK symbol<client_state_t*> client_state{0x0, 0x2EC84F0};
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WEAK symbol<connect_state_t*> connect_state{0x0, 0x2EC8510};
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}
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namespace sp
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