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#ifndef _ServerNetworking_h_
#define _ServerNetworking_h_
#include "../network/Message.h"
#include <boost/asio.hpp>
#include <boost/iterator/filter_iterator.hpp>
#include <boost/signals2/signal.hpp>
#include <boost/functional/hash.hpp>
#include <boost/optional.hpp>
#include <boost/uuid/nil_generator.hpp>
#include <functional>
#include <memory>
#include <queue>
#include <set>
#include <unordered_map>
class DiscoveryServer;
class PlayerConnection;
using PlayerConnectionPtr = std::shared_ptr<PlayerConnection>;
using MessageAndConnectionFn = std::function<void (Message, PlayerConnectionPtr)>;
using ConnectionFn = std::function<void (PlayerConnectionPtr)>;
using NullaryFn = std::function<void ()>;
/** Data associated with cookie */
struct CookieData {
std::string player_name;
boost::posix_time::ptime expired;
const Networking::AuthRoles roles;
const bool authenticated;
template <typename SS>
CookieData(SS&& player_name_, boost::posix_time::ptime expired_,
Networking::AuthRoles roles_, bool authenticated_) :
player_name(std::forward<SS>(player_name_)),
expired(expired_),
roles(roles_),
authenticated(authenticated_)
{}
};
struct OutgoingMessage {
OutgoingMessage(Message&& message, int empire_id, int turn) :
m_message(std::move(message)),
m_empire_id(empire_id),
m_turn(turn)
{}
const Message m_message;
const int m_empire_id;
const int m_turn;
};
/** Encapsulates the connection to a single player. This object should have
nearly the same lifetime as the socket it represents, except that the
object is constructed just before the socket connection is made. A
newly-constructed PlayerConnection has no associated player ID, player
name, nor host-player status. Once a PlayerConnection is accepted by the
server as an actual player in a game, EstablishPlayer() should be called.
This establishes the aforementioned properties. */
class PlayerConnection :
public std::enable_shared_from_this<PlayerConnection>
{
public:
~PlayerConnection();
/** Returns true if EstablishPlayer() successfully has been called on this
connection. */
[[nodiscard]] bool EstablishedPlayer() const noexcept;
/** Returns the ID of the player associated with this connection, if
any. */
[[nodiscard]] int PlayerID() const noexcept { return m_ID; }
/** Returns the name of the player associated with this connection, if
any. */
[[nodiscard]] const std::string& PlayerName() const noexcept { return m_player_name; }
/** Returns the type of client associated with this connection (AI client,
* human client, ...) */
[[nodiscard]] Networking::ClientType GetClientType() const noexcept { return m_client_type; }
/** Returns the version string the client provided when joining. */
[[nodiscard]] const std::string& ClientVersionString() const noexcept { return m_client_version_string; }
/** Checks if the server will enable binary serialization for this client's connection. */
[[nodiscard]] bool IsBinarySerializationUsed() const;
/** Checks if client associated with this connection runs on the same
physical machine as the server */
[[nodiscard]] bool IsLocalConnection() const noexcept { return m_is_local_connection; }
/** Checks if the player is established, has a valid name, id and client type. */
[[nodiscard]] bool IsEstablished() const noexcept;
/** Checks if the player was authenticated. */
[[nodiscard]] bool IsAuthenticated() const noexcept { return m_authenticated; }
/** Checks if the player has a some role */
[[nodiscard]] bool HasAuthRole(Networking::RoleType role) const { return m_roles.HasRole(role); }
/** Get cookie associated with this connection. */
[[nodiscard]] boost::uuids::uuid Cookie() const noexcept { return m_cookie; }
/** Get string representation of remote ip address. */
[[nodiscard]] std::string GetIpAddress() const;
/** Starts the connection reading incoming messages on its socket. */
void Start();
/** Sends \a synchronous message to out on the connection. */
void SendMessage(const Message& message);
void SendMessage(const Message& message, int empire_id, int turn);
/** Set player properties to use them after authentication successed. */
void AwaitPlayer(Networking::ClientType client_type, std::string client_version_string);
/** Establishes a connection as a player with a specific name and id.
This function must only be called once. */
void EstablishPlayer(int id, std::string player_name, Networking::ClientType client_type,
std::string client_version_string);
/** Sets this connection's client type. Useful for already-connected players
* changing type such as in the multiplayer lobby. */
void SetClientType(Networking::ClientType client_type);
/** Sets authenticated status for connection. */
void SetAuthenticated();
void SetAuthRoles(Networking::AuthRoles roles);
/** Sets or unset authorizaion role and send message to client. */
void SetAuthRole(Networking::RoleType role, bool value = true);
/** Sets cookie value to this connection to update expire date. */
void SetCookie(boost::uuids::uuid cookie) noexcept;
mutable boost::signals2::signal<void(bool, int, int)> MessageSentSignal;
mutable boost::signals2::signal<void (const NullaryFn&)> EventSignal;
PlayerConnection(boost::asio::io_context& io_context,
MessageAndConnectionFn nonplayer_message_callback,
MessageAndConnectionFn player_message_callback, ConnectionFn disconnected_callback);
private:
void HandleMessageBodyRead(boost::system::error_code error, std::size_t bytes_transferred);
void HandleMessageHeaderRead(boost::system::error_code error, std::size_t bytes_transferred);
void AsyncReadMessage();
void AsyncWriteMessage();
static void HandleMessageWrite(PlayerConnectionPtr self,
boost::system::error_code error,
std::size_t bytes_transferred,
int empire_id, int turn);
/** Places message to the end of sending queue and start asynchronous write if \a message was
first in the queue. */
static void SendMessageImpl(PlayerConnectionPtr self, Message message, int empire_id, int turn);
static void AsyncErrorHandler(PlayerConnectionPtr self, boost::system::error_code handled_error,
boost::system::error_code error);
boost::asio::io_context& m_service;
boost::optional<boost::asio::ip::tcp::socket> m_socket;
Message::HeaderBuffer m_incoming_header_buffer = {};
Message m_incoming_message;
Message::HeaderBuffer m_outgoing_header = {};
std::queue<OutgoingMessage> m_outgoing_messages;
int m_ID = Networking::INVALID_PLAYER_ID;
std::string m_player_name;
Networking::ClientType m_client_type = Networking::ClientType::INVALID_CLIENT_TYPE;
std::string m_client_version_string;
Networking::AuthRoles m_roles;
boost::uuids::uuid m_cookie = boost::uuids::nil_uuid();
bool m_new_connection = true;
bool m_authenticated = false;
bool m_valid = true;
bool m_is_local_connection = false;
MessageAndConnectionFn m_nonplayer_message_callback;
MessageAndConnectionFn m_player_message_callback;
ConnectionFn m_disconnected_callback;
friend class ServerNetworking;
};
/** Encapsulates the networking facilities of the server. This class listens
for incoming UDP LAN server-discovery requests and TCP player connections.
The server also sends and receives messages over the TCP player
connections. */
class ServerNetworking {
private:
static constexpr struct IsEstablishedPlayer {
[[nodiscard]] bool operator()(const PlayerConnectionPtr& player_connection) const
noexcept(noexcept(std::declval<PlayerConnectionPtr>()->EstablishedPlayer()))
{ return player_connection && player_connection->EstablishedPlayer(); }
} is_established_player{};
public:
using PlayerConnections = std::set<PlayerConnectionPtr>;
using iterator = PlayerConnections::iterator;
using const_iterator = PlayerConnections::const_iterator;
using established_iterator = boost::filter_iterator<IsEstablishedPlayer, iterator>;
using const_established_iterator= boost::filter_iterator<IsEstablishedPlayer, const_iterator>;
ServerNetworking(boost::asio::io_context& io_context,
MessageAndConnectionFn nonplayer_message_callback,
MessageAndConnectionFn player_message_callback,
ConnectionFn disconnected_callback);
bool empty() const noexcept { return m_player_connections.empty(); }
/** Returns the \a total number of PlayerConnections (not just established ones). */
std::size_t size() const noexcept { return m_player_connections.size(); }
/** Returns an iterator to the first PlayerConnection object. */
const_iterator begin() const noexcept { return m_player_connections.begin(); }
/** Returns an iterator to the one-past-the-last PlayerConnection object. */
const_iterator end() const noexcept { return m_player_connections.end(); }
/** Returns the number of established-player PlayerConnections. */
std::size_t NumEstablishedPlayers() const;
/** Returns an iterator to the established PlayerConnection object with ID
\a id, or established_end() if none is found. */
const_established_iterator GetPlayer(int id) const;
/** Returns an iterator to the first \a established PlayerConnection object. */
const_established_iterator established_begin() const;
/** Returns an iterator to the one-past-the-last \a established
PlayerConnection object. */
const_established_iterator established_end() const;
/** Returns the ID number for new player, which will be larger than the ID of all the established players. */
int NewPlayerID() const;
/** Returns the ID of the host player, or INVALID_PLAYER_ID if there is no host player. */
int HostPlayerID() const noexcept { return m_host_player_id; }
/** Returns whether the indicated player ID is the host. */
bool PlayerIsHost(int player_id) const noexcept;
/** Returns whether there are any moderators in the game. */
bool ModeratorsInGame() const noexcept;
/** Returns whether there no non-expired cookie with this player name. */
bool IsAvailableNameInCookies(const std::string& player_name) const;
/** Returns whether player have non-expired cookie with this player name.
* Fills roles and authentication status on success. */
bool CheckCookie(boost::uuids::uuid cookie,
const std::string& player_name,
Networking::AuthRoles& roles,
bool& authenticated) const;
/** Returns count of stored cookies so we don't collide with reserved player names. */
int GetCookiesSize() const noexcept { return m_cookies.size(); }
/** Sends a synchronous message \a message to the all established players. */
void SendMessageAll(const Message& message);
/** Disconnects the server from player \a id. */
void Disconnect(int id);
/** Disconnects the server from the client represented by \a player_connection. */
void Disconnect(PlayerConnectionPtr player_connection);
/** Disconnects the server from all clients. */
void DisconnectAll();
/** Returns an iterator to the first PlayerConnection object. */
iterator begin() noexcept { return m_player_connections.begin(); }
/** Returns an iterator to the one-past-the-last PlayerConnection object. */
iterator end() noexcept { return m_player_connections.end(); }
/** Returns an iterator to the established PlayerConnection object with ID
\a id, or end() if none is found. */
established_iterator GetPlayer(int id);
/** Returns an iterator to the first established PlayerConnection
object. */
established_iterator established_begin();
/** Returns an iterator to the one-past-the-last established
PlayerConnection object. */
established_iterator established_end();
/** Dequeues and executes the next event in the queue. Results in a noop
if the queue is empty. */
void HandleNextEvent();
/** Sets Host player ID. */
void SetHostPlayerID(int host_player_id) noexcept { m_host_player_id = host_player_id; }
/** Generate cookies for player's name, roles, and authentication status. */
boost::uuids::uuid GenerateCookie(std::string player_name,
Networking::AuthRoles roles,
bool authenticated);
/** Bump cookie's expired date. */
void UpdateCookie(boost::uuids::uuid cookie);
/** Clean up expired cookies. */
void CleanupCookies();
/** Signal to notify if message sent successfully or failed for empire about turn. */
mutable boost::signals2::signal<void (bool, int, int)> MessageSentSignal;
private:
void Init();
void AcceptNextMessagingConnection();
void AcceptPlayerMessagingConnection(PlayerConnectionPtr player_connection,
boost::system::error_code error);
void DisconnectImpl(PlayerConnectionPtr player_connection);
void EnqueueEvent(NullaryFn fn);
int m_host_player_id = Networking::INVALID_PLAYER_ID;
/** A simple server that listens for FreeOrion-server-discovery UDP datagrams
on the local network and sends out responses to them. */
class DiscoveryServer {
public:
explicit DiscoveryServer(boost::asio::io_context& io_context);
private:
void Listen();
void HandleReceive(boost::system::error_code error);
boost::asio::ip::udp::socket m_socket;
boost::asio::ip::udp::endpoint m_remote_endpoint;
std::array<char, 1024> m_recv_buffer = {};
};
DiscoveryServer m_discovery_server;
#if BOOST_VERSION >= 107000
boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::io_context::executor_type>
m_player_connection_acceptor;
#else
boost::asio::ip::tcp::acceptor m_player_connection_acceptor;
#endif
PlayerConnections m_player_connections;
std::queue<NullaryFn> m_event_queue;
std::unordered_map<boost::uuids::uuid, CookieData, boost::hash<boost::uuids::uuid>> m_cookies;
MessageAndConnectionFn m_nonplayer_message_callback;
MessageAndConnectionFn m_player_message_callback;
ConnectionFn m_disconnected_callback;
};
#endif
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