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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2024 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file netplay.c
*
* Basic netcode.
*/
#include "lib/framework/frame.h"
#include "lib/framework/wzapp.h"
#include "lib/framework/string_ext.h"
#include "lib/framework/crc.h"
#include "lib/framework/file.h"
#include "lib/gamelib/gtime.h"
#include "lib/exceptionhandler/dumpinfo.h"
#include "src/console.h"
#include "src/component.h" // FIXME: we need to handle this better
#include "src/modding.h" // FIXME: we need to handle this better
#include "src/multilobbycommands.h"
#include <time.h> // for stats
#include <physfs.h>
#include "lib/framework/physfs_ext.h"
#include <string.h>
#include <memory>
#include <thread>
#include <atomic>
#include <limits>
#include <sodium.h>
#include <chrono>
#include "netplay.h"
#include "netlog.h"
#include "netreplay.h"
#include "lib/netplay/byteorder_funcs_wrapper.h"
#include "lib/netplay/client_connection.h"
#include "lib/netplay/listen_socket.h"
#include "lib/netplay/connection_poll_group.h"
#include "lib/netplay/connection_provider_registry.h"
#include "lib/netplay/pending_writes_manager.h"
#include "lib/netplay/pending_writes_manager_map.h"
#include "netpermissions.h"
#include "sync_debug.h"
#include "port_mapping_manager.h"
#include "src/multistat.h"
#include "src/multijoin.h"
#include "src/multiint.h"
#include "src/multiplay.h"
#include "src/hci/quickchat.h"
#include "src/warzoneconfig.h"
#include "src/version.h"
#include "src/loadsave.h"
#include "src/activity.h"
#include "src/stdinreader.h"
#include <LRUCache11/LRUCache11.hpp>
#include <tl/expected.hpp>
#if defined (WZ_OS_MAC)
# include "lib/framework/cocoa_wrapper.h"
#endif
#ifndef WZ_OS_WIN
static const int SOCKET_ERROR = -1;
#else
# include <WinSock2.h> // SOCKET_ERROR
#endif
// WARNING !!! This is initialised via configuration.c !!!
char masterserver_name[255] = {'\0'};
static unsigned int masterserver_port = 0, gameserver_port = 0;
static bool bJoinPrefTryIPv6First = true;
static bool bDefaultHostFreeChatEnabled = true;
static bool bEnableTCPNoDelay = true;
// This is for command line argument override
// Disables port saving and reading from/to config
bool netGameserverPortOverride = false;
static std::shared_ptr<WzConnectionProvider> activeConnProvider = nullptr;
#define NET_TIMEOUT_DELAY 2500 // we wait this amount of time for socket activity
constexpr std::chrono::milliseconds NET_READ_TIMEOUT{ 0 };
/*
* === Using new socket code, this might not hold true any longer ===
* NOTE /rant: If the buffer size isn't big enough, it will invalidate the socket.
* Which means that we need to allocate a buffer big enough to handle worst case
* situations.
* reference: MaxMsgSize in netplay.h (currently set to 32K)
*
*/
constexpr size_t NET_BUFFER_SIZE = (MaxMsgSize * 8); // Would be 256K
// ////////////////////////////////////////////////////////////////////////
// Function prototypes
static void NETplayerCloseSocket(UDWORD index, bool quietSocketClose);
static void NETplayerLeaving(UDWORD player, bool quietSocketClose = false); // Cleanup sockets on player leaving (nicely)
static void NETplayerDropped(UDWORD player); // Broadcast NET_PLAYER_DROPPED & cleanup
static void NETallowJoining();
static void NETfixPlayerCount();
static void NETclientHandleHostDisconnected();
/*
* Network globals, these are part of the new network API
*/
SYNC_COUNTER sync_counter; // keeps track on how well we are in sync
// ////////////////////////////////////////////////////////////////////////
// Types
struct Statistic
{
size_t sent;
size_t received;
};
struct NETSTATS // data regarding the last one second or so.
{
Statistic rawBytes; // Number of actual bytes, in about 1 sec.
Statistic uncompressedBytes; // Number of bytes sent, before compression, in about 1 sec.
Statistic packets; // Number of calls to writeAll, in about 1 sec.
};
struct NET_PLAYER_DATA
{
uint16_t size;
void *data;
size_t buffer_size;
};
#define SERVER_UPDATE_MIN_INTERVAL 7 * GAME_TICKS_PER_SEC
#define SERVER_UPDATE_MAX_INTERVAL 25 * GAME_TICKS_PER_SEC
class LobbyServerConnectionHandler
{
public:
void ensureInitialized();
bool connect();
bool disconnect();
void sendUpdate();
void run();
std::shared_ptr<WzConnectionProvider> connectionProvider() const { return connProvider; }
private:
void sendUpdateNow();
void sendKeepAlive();
inline bool canSendServerUpdateNow()
{
return (currentState == LobbyConnectionState::Connected)
&& (realTime - lastServerUpdate >= SERVER_UPDATE_MIN_INTERVAL);
}
inline bool shouldSendServerKeepAliveNow()
{
return (currentState == LobbyConnectionState::Connected)
&& (realTime - lastServerUpdate >= SERVER_UPDATE_MAX_INTERVAL);
}
private:
enum class LobbyConnectionState
{
Disconnected,
Connecting_WaitingForResponse,
Connected
};
LobbyConnectionState currentState = LobbyConnectionState::Disconnected;
IClientConnection* rs_socket = nullptr;
IConnectionPollGroup* waitingForConnectionFinalize = nullptr;
uint32_t lastConnectionTime = 0;
uint32_t lastServerUpdate = 0;
bool queuedServerUpdate = false;
std::shared_ptr<WzConnectionProvider> connProvider = nullptr;
};
class PlayerManagementRecord
{
public:
void clear()
{
identitiesMovedToSpectatorsByHost.clear();
ipsMovedToSpectatorsByHost.clear();
}
// player to spectators
void movedPlayerToSpectators(const std::string& ipAddress, const EcKey::Key& publicIdentity, bool byHost)
{
if (!byHost) { return; }
ipsMovedToSpectatorsByHost.insert(ipAddress);
identitiesMovedToSpectatorsByHost.insert(base64Encode(publicIdentity));
}
void movedPlayerToSpectators(const PLAYER& player, const EcKey::Key& publicIdentity, bool byHost)
{
if (!byHost) { return; }
ipsMovedToSpectatorsByHost.insert(player.IPtextAddress);
identitiesMovedToSpectatorsByHost.insert(base64Encode(publicIdentity));
}
// spectator to players
void movedSpectatorToPlayers(const std::string& ipAddress, const EcKey::Key& publicIdentity, bool byHost)
{
if (!byHost) { return; }
ipsMovedToSpectatorsByHost.erase(ipAddress);
identitiesMovedToSpectatorsByHost.erase(base64Encode(publicIdentity));
}
void movedSpectatorToPlayers(const PLAYER& player, const EcKey::Key& publicIdentity, bool byHost)
{
if (!byHost) { return; }
ipsMovedToSpectatorsByHost.erase(player.IPtextAddress);
identitiesMovedToSpectatorsByHost.erase(base64Encode(publicIdentity));
}
bool hostMovedPlayerToSpectators(const std::string& ipAddress)
{
return ipsMovedToSpectatorsByHost.count(ipAddress) > 0;
}
bool hostMovedPlayerToSpectators(const EcKey::Key& publicIdentity)
{
return identitiesMovedToSpectatorsByHost.count(base64Encode(publicIdentity)) > 0;
}
private:
std::unordered_set<std::string> identitiesMovedToSpectatorsByHost;
std::unordered_set<std::string> ipsMovedToSpectatorsByHost;
};
// ////////////////////////////////////////////////////////////////////////
// Variables
NETPLAY NetPlay;
static bool allow_joining = false;
static bool server_not_there = false;
static bool lobby_disabled = false;
static std::string lobby_disabled_info_link_url;
static GAMESTRUCT gamestruct;
static std::vector<WZFile> DownloadingWzFiles;
// update flags
bool netPlayersUpdated;
// Server-side socket (host-only) which is used to listen for client connections.
// There's also `rs_socket` held by `LobbyServerConnectionHandler`, which is used to communicate with the lobby server.
static IListenSocket* server_listen_socket = nullptr;
static IClientConnection* bsocket = nullptr; ///< Socket used to talk to the host (clients only). If bsocket != NULL, then client_transient_socket == NULL.
static optional<std::string> lastHostAddress = nullopt;
static IClientConnection* connected_bsocket[MAX_CONNECTED_PLAYERS] = { nullptr }; ///< Sockets used to talk to clients (host only).
// Client-side socket set. Contains of only 1 socket at most: `bsocket` (which is a stable client connection to the host).
static IConnectionPollGroup* client_socket_set = nullptr;
// Server-side socket set. Contains up to `MAX_CONNECTED_PLAYERS` sockets:
// `connected_bsocket[i]` - sockets used to communicate with clients during a game session.
static IConnectionPollGroup* server_socket_set = nullptr;
/**
* Used for connections with clients.
*/
#define NET_PING_TMP_PING_CHALLENGE_SIZE 128
struct TmpSocketInfo
{
std::string ip;
std::chrono::steady_clock::time_point connectTime;
char buffer[10] = {'\0'};
size_t usedBuffer = 0;
std::vector<uint8_t> connectChallenge;
enum class TmpConnectState
{
None,
PendingInitialConnect,
PendingJoinRequest,
PendingAsyncApproval,
ProcessJoin
};
TmpConnectState connectState;
struct ReceivedJoinInfo
{
// Information received from a join request - needed for later stages
char name[64] = {'\0'};
uint8_t playerType = 0;
EcKey identity;
std::unique_ptr<SessionKeys> connectionAuthSessionKeys;
std::vector<uint8_t> challengeForHost;
void reset()
{
name[0] = '\0';
playerType = 0;
identity.clear();
connectionAuthSessionKeys.reset();
challengeForHost.clear();
}
};
ReceivedJoinInfo receivedJoinInfo;
// async join approval
std::string uniqueJoinID;
optional<AsyncJoinApprovalAction> asyncJoinApprovalResult = nullopt;
optional<uint8_t> asyncJoinApprovalExplicitPlayerIdx = nullopt;
LOBBY_ERROR_TYPES asyncJoinRejectCode = ERROR_NOERROR;
std::string asyncJoinRejectCustomMessage;
void reset()
{
ip.clear();
connectTime = std::chrono::steady_clock::time_point();
memset(buffer, 0, sizeof(buffer));
usedBuffer = 0;
connectChallenge.clear();
connectState = TmpConnectState::None;
receivedJoinInfo.reset();
uniqueJoinID.clear();
asyncJoinApprovalResult = nullopt;
asyncJoinApprovalExplicitPlayerIdx = nullopt;
asyncJoinRejectCode = ERROR_NOERROR;
asyncJoinRejectCustomMessage.clear();
}
};
static IClientConnection* tmp_socket[MAX_TMP_SOCKETS] = { nullptr }; ///< Sockets used to talk to clients which have not yet been assigned a player number (host only).
static std::array<TmpSocketInfo, MAX_TMP_SOCKETS> tmp_connectState;
static bool bAsyncJoinApprovalEnabled = false;
static std::unordered_map<std::string, size_t> tmp_pendingIPs;
struct TmpBadIPInfo
{
std::chrono::steady_clock::time_point expiry;
size_t attempts = 0;
};
static lru11::Cache<std::string, TmpBadIPInfo> tmp_badIPs(512, 64);
static IConnectionPollGroup* tmp_socket_set = nullptr;
static int32_t NetGameFlags[4] = { 0, 0, 0, 0 };
char iptoconnect[PATH_MAX] = "\0"; // holds IP/hostname from command line
bool cliConnectToIpAsSpectator = false; // for cli option
static NETSTATS nStats = {{0, 0}, {0, 0}, {0, 0}};
static NETSTATS nStatsLastSec = {{0, 0}, {0, 0}, {0, 0}};
static NETSTATS nStatsSecondLastSec = {{0, 0}, {0, 0}, {0, 0}};
static const NETSTATS nZeroStats = {{0, 0}, {0, 0}, {0, 0}};
static int nStatsLastUpdateTime = 0;
unsigned NET_PlayerConnectionStatus[CONNECTIONSTATUS_NORMAL][MAX_CONNECTED_PLAYERS];
std::vector<optional<uint32_t>> NET_waitingForIndexChangeAckSince = std::vector<optional<uint32_t>>(MAX_CONNECTED_PLAYERS, nullopt); ///< If waiting for the client to acknowledge a player index change, this is the realTime we started waiting
static LobbyServerConnectionHandler lobbyConnectionHandler;
static PlayerManagementRecord playerManagementRecord;
PortMappingAsyncRequestHandle ipv4MappingRequest;
// ////////////////////////////////////////////////////////////////////////////
/************************************************************************************
** NOTE (!) Increment NETCODE_VERSION_MINOR on each release.
**
************************************************************************************
**/
static char const *versionString = version_getVersionString();
#include "lib/netplay/netplay_config.h"
const std::vector<WZFile>& NET_getDownloadingWzFiles()
{
return DownloadingWzFiles;
}
void NET_addDownloadingWZFile(WZFile&& newFile)
{
DownloadingWzFiles.push_back(std::move(newFile));
}
void NET_clearDownloadingWZFiles()
{
// if we were in a middle of transferring a file, then close the file handle
for (auto &file : DownloadingWzFiles)
{
debug(LOG_NET, "closing aborted file");
file.closeFile();
ASSERT(!file.filename.empty(), "filename must not be empty");
PHYSFS_delete(file.filename.c_str()); // delete incomplete (map) file
}
DownloadingWzFiles.clear();
}
NETPLAY::NETPLAY()
{
players.resize(MAX_CONNECTED_PLAYERS);
scriptSetPlayerDataStrings.resize(MAX_PLAYERS);
playerReferences.resize(MAX_CONNECTED_PLAYERS);
for (auto i = 0; i < MAX_CONNECTED_PLAYERS; i++)
{
playerReferences[i] = std::make_shared<PlayerReference>(i);
}
}
bool NETisCorrectVersion(uint32_t game_version_major, uint32_t game_version_minor)
{
return (uint32_t)NETCODE_VERSION_MAJOR == game_version_major && (uint32_t)NETCODE_VERSION_MINOR == game_version_minor;
}
bool NETisGreaterVersion(uint32_t game_version_major, uint32_t game_version_minor)
{
return (game_version_major > NETCODE_VERSION_MAJOR) || ((game_version_major == NETCODE_VERSION_MAJOR) && (game_version_minor > NETCODE_VERSION_MINOR));
}
uint32_t NETGetMajorVersion()
{
return NETCODE_VERSION_MAJOR;
}
uint32_t NETGetMinorVersion()
{
return NETCODE_VERSION_MINOR;
}
bool NETGameIsLocked()
{
return NetPlay.GamePassworded;
}
bool NET_getLobbyDisabled()
{
return lobby_disabled;
}
const std::string& NET_getLobbyDisabledInfoLinkURL()
{
return lobby_disabled_info_link_url;
}
void NET_setLobbyDisabled(const std::string& infoLinkURL)
{
lobby_disabled = true;
lobby_disabled_info_link_url = infoLinkURL;
}
uint32_t NET_getCurrentHostedLobbyGameId()
{
return gamestruct.gameId;
}
// Sets if the game is password protected or not
void NETGameLocked(bool flag)
{
NetPlay.GamePassworded = flag;
bool flagChanged = gamestruct.privateGame != (uint32_t)flag;
gamestruct.privateGame = flag;
if (allow_joining && NetPlay.isHost && flagChanged)
{
debug(LOG_NET, "Updating game locked status.");
NETregisterServer(WZ_SERVER_UPDATE);
}
if (flagChanged)
{
ActivityManager::instance().updateMultiplayGameData(game, ingame, NETGameIsLocked());
}
NETlogEntry("Password is", SYNC_FLAG, NetPlay.GamePassworded);
debug(LOG_NET, "Passworded game is %s", NetPlay.GamePassworded ? "TRUE" : "FALSE");
}
SpectatorInfo SpectatorInfo::currentNetPlayState()
{
SpectatorInfo latestSpecInfo;
for (const auto& slot : NetPlay.players)
{
if (slot.isSpectator)
{
latestSpecInfo.totalSpectatorSlots++;
if (slot.allocated)
{
latestSpecInfo.spectatorsJoined++;
}
}
}
return latestSpecInfo;
}
SpectatorInfo NETGameGetSpectatorInfo()
{
if (NetPlay.isHost)
{
// we have this as part of the host current gamestruct
return SpectatorInfo::fromUint32(gamestruct.desc.dwUserFlags[1]);
}
else
{
return SpectatorInfo::currentNetPlayState();
}
}
void NETsetLobbyOptField(const char *Value, const NET_LOBBY_OPT_FIELD Field)
{
switch (Field)
{
case NET_LOBBY_OPT_FIELD::GNAME:
sstrcpy(gamestruct.name, Value);
break;
case NET_LOBBY_OPT_FIELD::MAPNAME:
sstrcpy(gamestruct.mapname, formatGameName(Value).toUtf8().c_str());
break;
case NET_LOBBY_OPT_FIELD::HOSTNAME:
sstrcpy(gamestruct.hostname, Value);
break;
default:
debug(LOG_WARNING, "Invalid field specified for NETsetGameOptField()");
break;
}
}
// Sets the game password
void NETsetGamePassword(const char *password)
{
sstrcpy(NetPlay.gamePassword, password);
debug(LOG_NET, "Password entered is: [%s]", NetPlay.gamePassword);
NETGameLocked(true);
}
// Resets the game password
void NETresetGamePassword()
{
NetPlay.gamePassword[0] = '\0';
debug(LOG_NET, "password was reset");
NETGameLocked(false);
}
void NETsetAsyncJoinApprovalRequired(bool enabled)
{
bAsyncJoinApprovalEnabled = enabled;
if (bAsyncJoinApprovalEnabled)
{
debug(LOG_INFO, "Async join approval is required");
}
}
bool NETgetAsyncJoinApprovalRequired()
{
return bAsyncJoinApprovalEnabled;
}
// NOTE: *MUST* be called from the main thread!
bool NETsetAsyncJoinApprovalResult(const std::string& uniqueJoinID, AsyncJoinApprovalAction action, optional<uint8_t> explicitPlayerIdx, LOBBY_ERROR_TYPES rejectedReason, optional<std::string> customRejectionMessage)
{
if (action == AsyncJoinApprovalAction::Reject && rejectedReason == ERROR_NOERROR)
{
debug(LOG_INFO, "Rejecting join with NOERROR reason changed to ERROR_KICKED");
rejectedReason = ERROR_KICKED;
}
for (auto& tmp_info : tmp_connectState)
{
if (tmp_info.connectState == TmpSocketInfo::TmpConnectState::PendingAsyncApproval
&& tmp_info.uniqueJoinID == uniqueJoinID)
{
// found a match
tmp_info.asyncJoinApprovalResult = action;
tmp_info.asyncJoinApprovalExplicitPlayerIdx = (action == AsyncJoinApprovalAction::Approve) ? explicitPlayerIdx : nullopt;
tmp_info.asyncJoinRejectCode = (action != AsyncJoinApprovalAction::Reject) ? ERROR_NOERROR : rejectedReason;
if (customRejectionMessage.has_value())
{
tmp_info.asyncJoinRejectCustomMessage = customRejectionMessage.value();
}
return true;
}
}
// no matching pending join - may have dropped in the interim, etc
return false;
}
// *********** Socket with buffer that read NETMSGs ******************
static size_t NET_fillBuffer(IClientConnection** pSocket, IConnectionPollGroup* pSocketSet, uint8_t *bufstart, int bufsize)
{
IClientConnection* socket = *pSocket;
if (!socket->readReady())
{
return 0;
}
size_t rawBytes;
const auto readResult = socket->readNoInt(bufstart, bufsize, &rawBytes);
if (readResult.has_value())
{
const auto size = readResult.value();
nStats.rawBytes.received += rawBytes;
nStats.uncompressedBytes.received += static_cast<size_t>(size);
nStats.packets.received += 1;
return size;
}
else
{
if (readResult.error() == std::errc::timed_out || readResult.error() == std::errc::connection_reset)
{
debug(LOG_NET, "Connection closed from the other side");
NETlogEntry("Connection closed from the other side..", SYNC_FLAG, selectedPlayer);
}
else
{
const auto readErrMsg = readResult.error().message();
debug(LOG_NET, "%s socket %p is now invalid", readErrMsg.c_str(), static_cast<void*>(socket));
}
// an error occurred, or the remote host has closed the connection.
if (pSocketSet != nullptr)
{
pSocketSet->remove(socket);
}
if (bsocket == socket)
{
debug(LOG_NET, "Host connection was lost!");
NETlogEntry("Host connection was lost!", SYNC_FLAG, selectedPlayer);
//Game is pretty much over --should just end everything when HOST dies.
NETclientHandleHostDisconnected();
bsocket = nullptr;
ingame.localJoiningInProgress = false;
NETclose();
return 0;
}
socket->close();
*pSocket = nullptr;
}
return 0;
}
static int playersPerTeam()
{
for (int v = game.maxPlayers - 1; v > 1; --v)
{
if (game.maxPlayers%v == 0)
{
return v;
}
}
return 1;
}
/**
* Resets network properties of a player to safe defaults. Player slots should always be in this state
* before attemtping to assign a connectign player to it.
*
* Used to reset the player slot in NET_InitPlayer and to reset players slot without modifying ai/team/
* position configuration for the players.
*/
static void initPlayerNetworkProps(int playerIndex)
{
NetPlay.players[playerIndex].allocated = false;
NetPlay.players[playerIndex].autoGame = false;
NetPlay.players[playerIndex].heartattacktime = 0;
NetPlay.players[playerIndex].heartbeat = false;
NetPlay.players[playerIndex].ready = false;
if (NetPlay.players[playerIndex].wzFiles)
{
NetPlay.players[playerIndex].wzFiles->clear();
}
else
{
ASSERT(false, "PLAYERS.wzFiles is uninitialized??");
}
if (playerIndex < MAX_CONNECTED_PLAYERS)
{
ingame.JoiningInProgress[playerIndex] = false;
ingame.PendingDisconnect[playerIndex] = false;
ingame.joinTimes[playerIndex].reset();
ingame.lastReadyTimes[playerIndex].reset();
ingame.lastNotReadyTimes[playerIndex].reset();
ingame.secondsNotReady[playerIndex] = 0;
ingame.playerLeftGameTime[playerIndex].reset();
ingame.hostChatPermissions[playerIndex] = (NetPlay.bComms) ? NETgetDefaultMPHostFreeChatPreference() : true;
}
}
void NET_InitPlayer(uint32_t i, bool initPosition, bool initTeams, bool initSpectator)
{
ASSERT_OR_RETURN(, i < NetPlay.players.size(), "Invalid player_id: (%" PRIu32")", i);
initPlayerNetworkProps(i);
NetPlay.players[i].difficulty = AIDifficulty::DISABLED;
if (ingame.localJoiningInProgress)
{
// only clear name outside of games.
clearPlayerName(i);
}
if (initPosition)
{
setPlayerColour(i, i);
NetPlay.players[i].position = i;
NetPlay.players[i].team = initTeams && i < game.maxPlayers? i/playersPerTeam() : i;
}
if (NetPlay.bComms)
{
NetPlay.players[i].ai = AI_OPEN;
}
else
{
NetPlay.players[i].ai = 0;
}
NetPlay.players[i].faction = FACTION_NORMAL;
if (initSpectator)
{
NetPlay.players[i].isSpectator = false;
}
NetPlay.players[i].isAdmin = false;
}
uint8_t NET_numHumanPlayers(void)
{
uint8_t RetVal = 0;
for (uint8_t Inc = 0; Inc < MAX_PLAYERS; ++Inc)
{
if (NetPlay.players[Inc].allocated && !NetPlay.players[Inc].isSpectator) ++RetVal;
}
return RetVal;
}
std::vector<uint8_t> NET_getHumanPlayers(void)
{
std::vector<uint8_t> RetVal;
RetVal.reserve(MAX_PLAYERS);
for (uint8_t Inc = 0; Inc < MAX_PLAYERS; ++Inc)
{
if (NetPlay.players[Inc].allocated && !NetPlay.players[Inc].isSpectator) RetVal.push_back(Inc);
}
return RetVal;
}
void NET_InitPlayers(bool initTeams, bool initSpectator)
{
for (unsigned i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
NET_InitPlayer(i, true, initTeams, initSpectator);
ingame.muteChat[i] = false;
playerSpamMuteReset(i);
clearPlayerName(i);
NETinitQueue(NETnetQueue(i));
}
resetRecentScoreData();
NETinitQueue(NETbroadcastQueue());
NetPlay.hostPlayer = NET_HOST_ONLY; // right now, host starts always at index zero
NetPlay.playercount = 0;
DownloadingWzFiles.clear();
NET_waitingForIndexChangeAckSince = std::vector<optional<uint32_t>>(MAX_CONNECTED_PLAYERS, nullopt);
debug(LOG_NET, "Players initialized");
}
static void NETSendNPlayerInfoTo(uint32_t *index, uint32_t indexLen, unsigned to)
{
ASSERT_HOST_ONLY(return);
auto w = NETbeginEncode(NETnetQueue(to), NET_PLAYER_INFO);
NETuint32_t(w, indexLen);
for (unsigned n = 0; n < indexLen; ++n)
{
debug(LOG_NET, "sending player's (%u) info to all players", index[n]);
NETlogEntry("Sending player's info to all players", SYNC_FLAG, index[n]);
NETuint32_t(w, index[n]);
NETbool(w, NetPlay.players[index[n]].allocated);
NETbool(w, NetPlay.players[index[n]].heartbeat);
NETbool(w, false); // to maintain message format, send false in place of old "kick" variable // FUTURE TODO: Remove
if (isBlindPlayerInfoState() // if in blind player info state
&& index[n] < MAX_PLAYER_SLOTS) // and an actual player slot (not a spectator slot)
{
// send a generic player name
const char* genericName = getPlayerGenericName(index[n]);
NETstring(w, genericName, static_cast<uint16_t>(strlen(genericName) + 1));
}
else
{
// send the actual player name
NETstring(w, NetPlay.players[index[n]].name, static_cast<uint16_t>(sizeof(NetPlay.players[index[n]].name)));
}
NETuint32_t(w, NetPlay.players[index[n]].heartattacktime);
NETint32_t(w, NetPlay.players[index[n]].colour);
NETint32_t(w, NetPlay.players[index[n]].position);
NETint32_t(w, NetPlay.players[index[n]].team);
NETbool(w, NetPlay.players[index[n]].ready);
NETint8_t(w, NetPlay.players[index[n]].ai);
NETint8_t(w, static_cast<int8_t>(NetPlay.players[index[n]].difficulty));
NETuint8_t(w, static_cast<uint8_t>(NetPlay.players[index[n]].faction));
NETbool(w, NetPlay.players[index[n]].isSpectator);
NETbool(w, NetPlay.players[index[n]].isAdmin);
}
NETend(w);
ActivityManager::instance().updateMultiplayGameData(game, ingame, NETGameIsLocked());
}
static void NETSendPlayerInfoTo(uint32_t index, unsigned to)
{
NETSendNPlayerInfoTo(&index, 1, to);
}
void NETSendAllPlayerInfoTo(unsigned to)
{
static uint32_t indices[MAX_CONNECTED_PLAYERS];
for (int i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
indices[i] = i;
}
ASSERT_OR_RETURN(, NetPlay.isHost == true, "Invalid call for non-host");
NETSendNPlayerInfoTo(indices, ARRAY_SIZE(indices), to);
}
void NETBroadcastTwoPlayerInfo(uint32_t index1, uint32_t index2)
{
ASSERT_HOST_ONLY(return);
uint32_t indices[2] = {index1, index2};
NETSendNPlayerInfoTo(indices, 2, NET_ALL_PLAYERS);
}
void NETBroadcastPlayerInfo(uint32_t index)
{
if (!NetPlay.isHost)
{
return;
}
NETSendPlayerInfoTo(index, NET_ALL_PLAYERS);
}
// Checks if there are *any* open slots (player *OR* spectator) for an incoming connection
static bool NET_HasAnyOpenSlots()
{
for (int i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (i == scavengerSlot())
{
// do not offer up the scavenger slot (this really needs to be refactored later - why is this a variable slot index?!?)
continue;
}
if (i == PLAYER_FEATURE)
{
// do not offer up this "player feature" slot - TODO: maybe remove the need for this slot?
continue;
}
PLAYER const &p = NetPlay.players[i];
if (!p.allocated && p.ai == AI_OPEN)
{
return true;
}
}
return false;
}
static inline bool NET_IsSlotOpenForPlayerJoin(int i, bool forceTakeLowestAvailablePlayerNumber = false, optional<bool> asSpectator = false)
{
if (!forceTakeLowestAvailablePlayerNumber && !asSpectator.value_or(false) && (i >= game.maxPlayers || i >= MAX_PLAYERS || NetPlay.players[i].position >= game.maxPlayers))
{
// Player slots are only supported where the player index and the player position is <= game.maxPlayers
// Skip otherwise
return false;
}
if (i == scavengerSlot())
{
// do not offer up the scavenger slot (this really needs to be refactored later - why is this a variable slot index?!?)
return false;
}
if (i == PLAYER_FEATURE)
{
// do not offer up this "player feature" slot - TODO: maybe remove the need for this slot?
return false;
}
PLAYER const &p = NetPlay.players[i];
if (p.allocated || p.ai != AI_OPEN)
{
// not an open slot
return false;
}
if (asSpectator.has_value() && asSpectator.value() != p.isSpectator)
{
return false;
}
return true;
}
static optional<uint32_t> NET_FindOpenSlotForPlayer(bool forceTakeLowestAvailablePlayerNumber = false, optional<bool> asSpectator = false)
{
int index = -1;
int position = INT_MAX;
for (int i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (!NET_IsSlotOpenForPlayerJoin(i, forceTakeLowestAvailablePlayerNumber, asSpectator))
{
continue;
}
// find the lowest "position" slot that is available (unless forceTakeLowestAvailablePlayerNumber is set, in which case just take the first available)
PLAYER const &p = NetPlay.players[i];
if (p.position < position)
{
index = i;
position = p.position;
if (forceTakeLowestAvailablePlayerNumber)
{
break;
}
}
}
if (index == -1)
{
return nullopt;
}
return static_cast<uint32_t>(index);
}
static bool NET_CreatePlayerAtIdx(uint32_t index, char const *name)
{
ASSERT_OR_RETURN(false, !NetPlay.players[index].allocated, "Player index (%" PRIu32 ")already allocated!", index);
char buf[250] = {'\0'};
ssprintf(buf, "A new player has been created. Player, %s, is set to slot %u", name, index);
debug(LOG_NET, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, index);
NET_InitPlayer(index, false); // re-init everything
NetPlay.players[index].allocated = true;
NetPlay.players[index].difficulty = AIDifficulty::HUMAN;
NetPlay.players[index].heartbeat = true;
setPlayerName(index, name);
if (!NetPlay.players[index].isSpectator)
{
++NetPlay.playercount;
}
++sync_counter.joins;
return true;
}
static optional<uint32_t> NET_CreatePlayer(char const *name, bool forceTakeLowestAvailablePlayerNumber = false, optional<bool> asSpectator = false)
{
optional<uint32_t> index = NET_FindOpenSlotForPlayer(forceTakeLowestAvailablePlayerNumber, asSpectator);
if (!index.has_value())
{
debug(LOG_INFO, "Could not find place for %s %s", (!asSpectator.value_or(false)) ? "player" : "spectator", name);
NETlogEntry((!asSpectator.value_or(false)) ? "Could not find a place for player!" : "Could not find a place for spectator!", SYNC_FLAG, -1);
return nullopt;
}
if (!NET_CreatePlayerAtIdx(index.value(), name))
{
// should not happen
return nullopt;
}
return index;
}
static void NET_DestroyPlayer(unsigned int index, bool suppressActivityUpdates = false)
{
ASSERT_OR_RETURN(, index < NetPlay.players.size(), "Invalid player_id: (%" PRIu32")", index);
debug(LOG_NET, "Freeing slot %u for a new player", index);
NETlogEntry("Freeing slot for a new player.", SYNC_FLAG, index);
bool wasAllocated = NetPlay.players[index].allocated;
if (NetPlay.players[index].allocated)
{
NetPlay.players[index].allocated = false;
if (!NetPlay.players[index].isSpectator)
{
NetPlay.playercount--;
}
gamestruct.desc.dwCurrentPlayers = NetPlay.playercount;
if (allow_joining && NetPlay.isHost)
{
// Update player count in the lobby by disconnecting
// and reconnecting
NETregisterServer(WZ_SERVER_UPDATE);
}
}
NET_InitPlayer(index, false); // reinitialize
if (wasAllocated && !suppressActivityUpdates)
{
ActivityManager::instance().updateMultiplayGameData(game, ingame, NETGameIsLocked());
}
}
bool NETplayerHasConnection(uint32_t index)
{
ASSERT_HOST_ONLY(return false);
ASSERT_OR_RETURN(false, index < MAX_CONNECTED_PLAYERS, "Invalid index: %" PRIu32, index);
return connected_bsocket[index] != nullptr;
}
/**
* @note Connection dropped. Handle it gracefully.
* \param index
*/
static void NETplayerClientsDisconnect(const std::set<uint32_t>& indexes)
{
if (!NetPlay.isHost)
{
ASSERT(false, "Host only routine detected for client!");
return;
}
if (indexes.empty())
{
return;
}
// 1.) Do a pass just closing the sockets (in case multiple players involved)
std::vector<uint32_t> playersActuallyDisconnected;
for (auto index : indexes)
{
if (index >= MAX_CONNECTED_PLAYERS)
{
ASSERT(index < MAX_CONNECTED_PLAYERS, "Invalid player index: %" PRIu32, index);
continue;
}
if (connected_bsocket[index])
{
debug(LOG_NET, "Player (%u) has left unexpectedly, closing socket %p", index, static_cast<void *>(connected_bsocket[index]));
NETplayerCloseSocket(index, false);
playersActuallyDisconnected.push_back(index);
}
else
{
debug(LOG_ERROR, "Player (%u) has left unexpectedly - but socket already closed?", index);
}
}
// 2.) Notify other players about which players were disconnected
for (auto index : playersActuallyDisconnected)
{
if (index >= MAX_CONNECTED_PLAYERS)
{
continue;
}
NETplayerLeaving(index, true);
NETlogEntry("Player has left unexpectedly.", SYNC_FLAG, index);
// Announce to the world. This was really icky, because we may have been calling the send
// function recursively. We really ought to have had a send queue, and now we finally do...
if (ingame.localJoiningInProgress) // Only if game hasn't actually started yet.
{
auto w = NETbeginEncode(NETbroadcastQueue(), NET_PLAYER_DROPPED);
NETuint32_t(w, index);
NETend(w);
}
}
}
static void NETplayerCloseSocket(UDWORD index, bool quietSocketClose)
{
ASSERT_OR_RETURN(, index < MAX_CONNECTED_PLAYERS, "Invalid index: %" PRIu32, index);
if (connected_bsocket[index])
{
debug(LOG_NET, "Player (%u) has left, closing socket %p", index, static_cast<void *>(connected_bsocket[index]));
NETlogEntry("Player has left nicely.", SYNC_FLAG, index);
// Although we can get a error result from DelSocket, it don't really matter here.
server_socket_set->remove(connected_bsocket[index]);
connected_bsocket[index]->close();
connected_bsocket[index] = nullptr;
}
else
{
debug(LOG_NET, "Player (%u) has left nicely, socket already closed?", index);
}
NetPlay.players[index].heartbeat = false; // mark client as dead
}
/**
* @note When a player leaves nicely (ie, we got a NET_PLAYER_LEAVING
* message), we clean up the socket that we used.
* \param index
*/
static void NETplayerLeaving(UDWORD index, bool quietSocketClose)
{
ASSERT_OR_RETURN(, index < MAX_CONNECTED_PLAYERS, "Invalid index: %" PRIu32, index);
bool previousPlayersShouldCheckReadyValue = multiplayPlayersShouldCheckReady();
NETplayerCloseSocket(index, quietSocketClose);
sync_counter.left++;
bool wasSpectator = NetPlay.players[index].isSpectator;
MultiPlayerLeave(index); // more cleanup
if (ingame.localJoiningInProgress) // Only if game hasn't actually started yet.
{
NET_DestroyPlayer(index); // sets index player's array to false
if (!wasSpectator)
{
resetReadyStatus(false, shouldSkipReadyResetOnPlayerJoinLeaveEvent()); // reset ready status for all players
}
handlePossiblePlayersShouldCheckReadyChange(previousPlayersShouldCheckReadyValue);
wz_command_interface_output_room_status_json(true);
}
}
/**
* @note When a player's connection is broken we broadcast the NET_PLAYER_DROPPED
* message.
* \param index
*/
static void NETplayerDropped(UDWORD index)
{
ASSERT_OR_RETURN(, index < NetPlay.players.size(), "Invalid index: %" PRIu32, index);
uint32_t id = index;
if (!NetPlay.isHost)
{
ASSERT(false, "Host only routine detected for client!");
return;
}
bool previousPlayersShouldCheckReadyValue = multiplayPlayersShouldCheckReady();
sync_counter.drops++;
bool wasSpectator = NetPlay.players[index].isSpectator;
MultiPlayerLeave(id); // more cleanup
if (ingame.localJoiningInProgress) // Only if game hasn't actually started yet.
{
// Send message type specifically for dropped / disconnects
auto w = NETbeginEncode(NETbroadcastQueue(), NET_PLAYER_DROPPED);
NETuint32_t(w, id);
NETend(w);
debug(LOG_INFO, "sending NET_PLAYER_DROPPED for player %d", id);
NET_DestroyPlayer(id); // just clears array
if (!wasSpectator)
{
resetReadyStatus(false, shouldSkipReadyResetOnPlayerJoinLeaveEvent()); // reset ready status for all players
}
handlePossiblePlayersShouldCheckReadyChange(previousPlayersShouldCheckReadyValue);
wz_command_interface_output_room_status_json(true);
}
NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, id);
}
/**
* @note Cleanup for when a player is kicked.
* \param index
*/
void NETplayerKicked(UDWORD index, bool quiet)
{
ASSERT_OR_RETURN(, index < MAX_CONNECTED_PLAYERS, "NETplayerKicked invalid player_id: (%" PRIu32")", index);
// kicking a player counts as "leaving nicely", since "nicely" in this case
// simply means "there wasn't a connection error."
debug((!quiet) ? LOG_INFO : LOG_NET, "Player %u was kicked.", index);
sync_counter.kicks++;
NETlogEntry("Player was kicked.", SYNC_FLAG, index);
NETplayerLeaving(index); // need to close socket for the player that left.
NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_LEAVING, index);
}
// ////////////////////////////////////////////////////////////////////////
// rename the local player
bool NETchangePlayerName(UDWORD index, char *newName)
{
if (!NetPlay.bComms)
{
setPlayerName(0, newName);
return true;
}
debug(LOG_NET, "Requesting a change of player name for pid=%u to %s", index, newName);
NETlogEntry("Player wants a name change.", SYNC_FLAG, index);
ASSERT_OR_RETURN(false, index < MAX_CONNECTED_PLAYERS, "invalid index: %" PRIu32 "", index);
setPlayerName(index, newName);
if (NetPlay.isHost)
{
NETSendAllPlayerInfoTo(NET_ALL_PLAYERS);
}
else
{
ASSERT_OR_RETURN(false, index <= static_cast<uint32_t>(std::numeric_limits<uint8_t>::max()), "index (%" PRIu32 ") exceeds supported bounds", index);
ASSERT_OR_RETURN(false, index == selectedPlayer, "Clients can only change their own name!");
uint8_t player = static_cast<uint8_t>(index);
WzString newNameStr = NetPlay.players[index].name;
auto w = NETbeginEncode(NETnetQueue(NetPlay.hostPlayer), NET_PLAYERNAME_CHANGEREQUEST);
NETuint8_t(w, player);
NETwzstring(w, newNameStr);
NETend(w);
}
return true;
}
void NETfixDuplicatePlayerNames()
{
char name[StringSize];
unsigned i, j, pass;
for (i = 1; i != MAX_CONNECTED_PLAYERS; ++i)
{
sstrcpy(name, NetPlay.players[i].name);
if (name[0] == '\0' || !NetPlay.players[i].allocated)
{
continue; // Ignore empty names.
}
for (pass = 0; pass != 101; ++pass)
{
if (pass != 0)
{
ssprintf(name, "%s_%X", NetPlay.players[i].name, pass + 1);
}
for (j = 0; j != i; ++j)
{
if (strcmp(name, NetPlay.players[j].name) == 0)
{
break; // Duplicate name.
}
}
if (i == j)
{
break; // Unique name.
}
}
if (pass != 0)
{
NETchangePlayerName(i, name);
}
}
}
// ////////////////////////////////////////////////////////////////////////
// return one of the four user flags in the current sessiondescription.
SDWORD NETgetGameFlags(UDWORD flag)
{
if (flag < 1 || flag > 4)
{
return 0;
}
else
{
return NetGameFlags[flag - 1];
}
}
static void NETsendGameFlags()
{
ASSERT_HOST_ONLY(return);
debug(LOG_NET, "sending game flags");
auto w = NETbeginEncode(NETbroadcastQueue(), NET_GAME_FLAGS);
{
// Send the amount of game flags we're about to send
uint8_t i, count = ARRAY_SIZE(NetGameFlags);
NETuint8_t(w, count);
// Send over all game flags
for (i = 0; i < count; ++i)
{
NETint32_t(w, NetGameFlags[i]);
}
}
NETend(w);
}
// ////////////////////////////////////////////////////////////////////////
// Set a game flag
bool NETsetGameFlags(UDWORD flag, SDWORD value)
{
if (!NetPlay.bComms)
{
return true;
}
if (flag > 0 && flag < 5)
{
return (NetGameFlags[flag - 1] = value);
}
NETsendGameFlags();
return true;
}
static constexpr size_t GAMESTRUCTmessageBufSize()
{
return sizeof(GAMESTRUCT::GAMESTRUCT_VERSION) +
sizeof(GAMESTRUCT::name) +
sizeof(std::declval<GAMESTRUCT>().desc.host) +
(sizeof(int32_t) * 8) +
sizeof(GAMESTRUCT::secondaryHosts) +
sizeof(GAMESTRUCT::extra) +
sizeof(GAMESTRUCT::hostPort) +
sizeof(GAMESTRUCT::mapname) +
sizeof(GAMESTRUCT::hostname) +
sizeof(GAMESTRUCT::versionstring) +
sizeof(GAMESTRUCT::modlist) +
(sizeof(uint32_t) * 9);
}
/**
* @note \c game is being sent to the master server (if hosting)
* The implementation of NETsendGAMESTRUCT <em>must</em> guarantee to
* pack it in network byte order (big-endian).
*
* @return true on success, false when a socket error has occurred
*
* @see GAMESTRUCT,NETrecvGAMESTRUCT
*/
static net::result<void> NETsendGAMESTRUCT(IClientConnection* sock, const GAMESTRUCT *ourgamestruct)
{
// A buffer that's guaranteed to have the correct size (i.e. it
// circumvents struct padding, which could pose a problem). Initialise
// to zero so that we can be sure we're not sending any (undefined)
// memory content across the network.
char buf[GAMESTRUCTmessageBufSize()] = { 0 };
char *buffer = buf;
unsigned int i;
auto push32 = [&](uint32_t value) {
uint32_t swapped = wz_htonl(value);
memcpy(buffer, &swapped, sizeof(swapped));
buffer += sizeof(swapped);
};
auto push16 = [&](uint16_t value) {
uint16_t swapped = wz_htons(value);
memcpy(buffer, &swapped, sizeof(swapped));
buffer += sizeof(swapped);
};
auto push8 = [&](uint8_t value) {
memcpy(buffer, &value, sizeof(value));
buffer += sizeof(value);
};
// Now dump the data into the buffer
// Copy 32bit large big endian numbers
push32(ourgamestruct->GAMESTRUCT_VERSION);
// Copy a string
strlcpy(buffer, ourgamestruct->name, sizeof(ourgamestruct->name));
buffer += sizeof(ourgamestruct->name);
// Copy 32bit large big endian numbers
push32(ourgamestruct->desc.dwSize);
// Copy various bytes
push8(ourgamestruct->desc.alliances);
push8(ourgamestruct->desc.techLevel);
push8(ourgamestruct->desc.powerLevel);
push8(ourgamestruct->desc.basesLevel);
// Copy yet another string
strlcpy(buffer, ourgamestruct->desc.host, sizeof(ourgamestruct->desc.host));
buffer += sizeof(ourgamestruct->desc.host);
// Copy 32bit large big endian numbers
push32(ourgamestruct->desc.dwMaxPlayers);
push32(ourgamestruct->desc.dwCurrentPlayers);
for (i = 0; i < ARRAY_SIZE(ourgamestruct->desc.dwUserFlags); ++i)
{
push32(ourgamestruct->desc.dwUserFlags[i]);
}
// Copy a string
for (i = 0; i < ARRAY_SIZE(ourgamestruct->secondaryHosts); ++i)
{
strlcpy(buffer, ourgamestruct->secondaryHosts[i], sizeof(ourgamestruct->secondaryHosts[i]));
buffer += sizeof(ourgamestruct->secondaryHosts[i]);
}
// Copy a string
strlcpy(buffer, ourgamestruct->extra, sizeof(ourgamestruct->extra));
buffer += sizeof(ourgamestruct->extra);
// Copy 16bit large big endian number
push16(ourgamestruct->hostPort);
// Copy a string
strlcpy(buffer, ourgamestruct->mapname, sizeof(ourgamestruct->mapname));
buffer += sizeof(ourgamestruct->mapname);
// Copy a string
strlcpy(buffer, ourgamestruct->hostname, sizeof(ourgamestruct->hostname));
buffer += sizeof(ourgamestruct->hostname);
// Copy a string
strlcpy(buffer, ourgamestruct->versionstring, sizeof(ourgamestruct->versionstring));
buffer += sizeof(ourgamestruct->versionstring);
// Copy a string
strlcpy(buffer, ourgamestruct->modlist, sizeof(ourgamestruct->modlist));
buffer += sizeof(ourgamestruct->modlist);
// Copy 32bit large big endian numbers
push32(ourgamestruct->game_version_major);
// Copy 32bit large big endian numbers
push32(ourgamestruct->game_version_minor);
// Copy 32bit large big endian numbers
push32(ourgamestruct->privateGame);
// Copy 32bit large big endian numbers
push32(ourgamestruct->pureMap);
// Copy 32bit large big endian numbers
push32(ourgamestruct->Mods);
// Copy 32bit large big endian numbers
push32(ourgamestruct->gameId);
// Copy 32bit large big endian numbers
push32(ourgamestruct->limits);
// Copy 32bit large big endian numbers
push32(ourgamestruct->future3);
// Copy 32bit large big endian numbers
push32(ourgamestruct->future4);
debug(LOG_NET, "sending GAMESTRUCT, size: %u", (unsigned int)sizeof(buf));
// Send over the GAMESTRUCT
const auto writeResult = sock->writeAll(buf, sizeof(buf), nullptr);
if (!writeResult.has_value())
{
const auto writeErrMsg = writeResult.error().message();
// If packet could not be sent, we should inform user of the error.
debug(LOG_ERROR, "Failed to send GAMESTRUCT. Reason: %s", writeErrMsg.c_str());
debug(LOG_ERROR, "Please make sure TCP ports %u & %u are open!", masterserver_port, gameserver_port);
return tl::make_unexpected(writeResult.error());
}
return {};
}
/**
* @note \c game is being retrieved from the master server (if browsing the
* lobby). The implementation of NETrecvGAMESTRUCT should assume the data
* to be packed in network byte order (big-endian).
*
* @see GAMESTRUCT,NETsendGAMESTRUCT
*/
static bool NETrecvGAMESTRUCT(IClientConnection& sock, GAMESTRUCT *ourgamestruct)
{
// A buffer that's guaranteed to have the correct size (i.e. it
// circumvents struct padding, which could pose a problem).
char buf[GAMESTRUCTmessageBufSize()] = { 0 };
char *buffer = buf;
unsigned int i;
auto pop32 = [&]() -> uint32_t {
uint32_t value = 0;
memcpy(&value, buffer, sizeof(value));
value = wz_ntohl(value);
buffer += sizeof(value);
return value;
};
auto pop16 = [&]() -> uint16_t {
uint16_t value = 0;
memcpy(&value, buffer, sizeof(value));
value = wz_ntohs(value);
buffer += sizeof(value);
return value;
};
auto pop8 = [&]() -> uint8_t {
uint8_t value = 0;
memcpy(&value, buffer, sizeof(value));
buffer += sizeof(value);
return value;
};
// Read a GAMESTRUCT from the connection
auto readResult = sock.readAll(buf, sizeof(buf), NET_TIMEOUT_DELAY);
if (!readResult.has_value())
{
if (readResult.error() == std::errc::timed_out || readResult.error() == std::errc::connection_reset)
{
debug(LOG_ERROR, "GAMESTRUCT recv failed: timed out");
}
else
{
const auto readErrMsg = readResult.error().message();
debug(LOG_ERROR, "Lobby server connection error: %s", readErrMsg.c_str());
}
// caller handles invalidating and closing tcp_socket
return false;
}
// Now dump the data into the game struct
// Copy 32bit large big endian numbers
ourgamestruct->GAMESTRUCT_VERSION = pop32();
// Copy a string
sstrcpy(ourgamestruct->name, buffer);
buffer += sizeof(ourgamestruct->name);
// Copy 32bit large big endian numbers
ourgamestruct->desc.dwSize = pop32();
// Copy various bytes
ourgamestruct->desc.alliances = pop8();
ourgamestruct->desc.techLevel = pop8();
ourgamestruct->desc.powerLevel = pop8();
ourgamestruct->desc.basesLevel = pop8();
// Copy yet another string
sstrcpy(ourgamestruct->desc.host, buffer);
buffer += sizeof(ourgamestruct->desc.host);
// Copy 32bit large big endian numbers
ourgamestruct->desc.dwMaxPlayers = pop32();
ourgamestruct->desc.dwCurrentPlayers = pop32();
for (i = 0; i < ARRAY_SIZE(ourgamestruct->desc.dwUserFlags); ++i)
{
ourgamestruct->desc.dwUserFlags[i] = pop32();
}
// Copy a string
for (i = 0; i < ARRAY_SIZE(ourgamestruct->secondaryHosts); ++i)
{
sstrcpy(ourgamestruct->secondaryHosts[i], buffer);
buffer += sizeof(ourgamestruct->secondaryHosts[i]);
}
// Copy a string
sstrcpy(ourgamestruct->extra, buffer);
buffer += sizeof(ourgamestruct->extra);
// Copy 16-bit host port
ourgamestruct->hostPort = pop16();
// Copy a string
sstrcpy(ourgamestruct->mapname, buffer);
buffer += sizeof(ourgamestruct->mapname);
// Copy a string
sstrcpy(ourgamestruct->hostname, buffer);
buffer += sizeof(ourgamestruct->hostname);
// Copy a string
sstrcpy(ourgamestruct->versionstring, buffer);
buffer += sizeof(ourgamestruct->versionstring);
// Copy a string
sstrcpy(ourgamestruct->modlist, buffer);
buffer += sizeof(ourgamestruct->modlist);
// Copy 32bit large big endian numbers
ourgamestruct->game_version_major = pop32();
ourgamestruct->game_version_minor = pop32();
ourgamestruct->privateGame = pop32();
ourgamestruct->pureMap = pop32();
ourgamestruct->Mods = pop32();
ourgamestruct->gameId = pop32();
ourgamestruct->limits = pop32();
ourgamestruct->future3 = pop32();
ourgamestruct->future4 = pop32();
debug(LOG_NET, "received GAMESTRUCT");
return true;
}
static PortMappingInternetProtocol getPreferredPortMappingProtocol(WzConnectionProvider& connProvider)
{
// We currently support creating only IPV4 port mappings.
constexpr auto IPV4_PROTOCOL_KINDS = static_cast<PortMappingInternetProtocolMask>(PortMappingInternetProtocol::TCP_IPV4) | static_cast<PortMappingInternetProtocolMask>(PortMappingInternetProtocol::UDP_IPV4);
const auto supportedProtocolTypes = connProvider.portMappingProtocolTypes();
const PortMappingInternetProtocol res = static_cast<PortMappingInternetProtocol>(supportedProtocolTypes & IPV4_PROTOCOL_KINDS);
ASSERT(res == PortMappingInternetProtocol::TCP_IPV4 || res == PortMappingInternetProtocol::UDP_IPV4, "Unexpected port mapping protocol");
return res;
}
void NETaddRedirects()
{
ASSERT_OR_RETURN(, activeConnProvider != nullptr, "No active connection provider");
auto& pmm = PortMappingManager::instance();
ipv4MappingRequest = pmm.create_port_mapping(gameserver_port, getPreferredPortMappingProtocol(*activeConnProvider));
if (!ipv4MappingRequest)
{
debug(LOG_NET, "Failed to create port mapping!");
// Workaround: Delay console message until next main loop iteration, to ensure it gets displayed in the chat box
wzAsyncExecOnMainThread([](){
std::string msg = _("Failed to create port mapping");
msg += "\n";
msg += astringf(_("Manually configure your router/firewall to open port %d!"), NETgetGameserverPort());
addConsoleMessage(msg.c_str(), DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
});
return;
}
debug(LOG_NET, "Port mapping creation is in progress...");
// Report the user-visible status once the discovery is finished.
pmm.attach_callback(ipv4MappingRequest, [](std::string extIp, uint16_t extPort) // success callback
{
std::string msg = astringf(_("Port mapping opened external port: %u"), static_cast<unsigned>(extPort));
msg += "\n";
msg += astringf(_("Your external IP is: %s"), extIp.c_str());
addConsoleMessage(msg.c_str(), DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
}, [](PortMappingDiscoveryStatus status) // failure callback
{
std::string msg;
if (status == PortMappingDiscoveryStatus::TIMEOUT)
{
msg = _("Failed to create port mapping (timeout)");
}
else
{
msg = _("Failed to create port mapping");
}
msg += "\n";
msg += astringf(_("Manually configure your router/firewall to open port %d!"), NETgetGameserverPort());
addConsoleMessage(msg.c_str(), DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
});
}
void NETremRedirects()
{
if (!ipv4MappingRequest)
{
return;
}
if (!PortMappingManager::instance().destroy_port_mapping(ipv4MappingRequest))
{
debug(LOG_ERROR, "Failed to remove IPv4 port mapping for the game. You must manually remove it from your router.");
return;
}
debug(LOG_NET, "Removed port mapping for port %d (IPv4).", gameserver_port);
ipv4MappingRequest = nullptr;
}
void NETinitPortMapping()
{
if (!NetPlay.isPortMappingEnabled)
{
debug(LOG_INFO, "Automatic port mapping setup disabled by user.");
return;
}
PortMappingManager::instance().init();
NETaddRedirects();
}
// ////////////////////////////////////////////////////////////////////////
// setup stuff
int NETinit(ConnectionProviderType pt)
{
debug(LOG_NET, "NETinit");
NETlogEntry("NETinit!", SYNC_FLAG, selectedPlayer);
NET_InitPlayers(true, true);
ConnectionProviderRegistry::Instance().Register(pt);
auto connProvider = ConnectionProviderRegistry::Instance().Get(pt);
ASSERT_OR_RETURN(1, connProvider != nullptr, "Null connectionProvider");
connProvider->initialize();
PendingWritesManagerMap::instance().get(*connProvider).initialize(*connProvider);
ASSERT(activeConnProvider == nullptr || activeConnProvider == connProvider,
"Active connection provider is already set. Call NETshutdown() first!");
activeConnProvider = connProvider;
debug(LOG_NET, "NETPLAY: Init called, MORNIN'");
wzAsyncExecOnMainThread([pt]() {
const auto strPt = to_string(pt);
std::string msg = astringf(_("Using %s network backend."), strPt.c_str());
addConsoleMessage(msg.c_str(), DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
});
// NOTE NetPlay.isPortMappingEnabled is already set in configuration.c!
NetPlay.bComms = true;
NetPlay.GamePassworded = false;
NetPlay.ShowedMOTD = false;
NetPlay.isHostAlive = false;
NetPlay.HaveUpgrade = false;
NetPlay.gamePassword[0] = '\0';
NETstartLogging();
NetPlay.MOTD.clear();
NetPlay.ShowedMOTD = false;
NetPlay.GamePassworded = false;
memset(&sync_counter, 0x0, sizeof(sync_counter)); //clear counters
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// shutdown state related to the active connection
int NETshutdown()
{
debug(LOG_NET, "NETshutdown");
NETlogEntry("NETshutdown", SYNC_FLAG, selectedPlayer);
if (NetPlay.bComms && NetPlay.isPortMappingEnabled)
{
NETremRedirects();
PortMappingManager::instance().shutdown();
}
NETstopLogging();
NETpermissionsShutdown();
NetPlay.MOTD.clear();
NETdeleteQueue();
activeConnProvider = nullptr;
// Reset net usage statistics.
nStats = nZeroStats;
nStatsLastSec = nZeroStats;
nStatsSecondLastSec = nZeroStats;
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// shutdown netplay (to be called at app shutdown only)
bool netplayShutDown()
{
NETshutdown();
PendingWritesManagerMap::instance().Shutdown();
ConnectionProviderRegistry::Instance().Shutdown();
return true;
}
// ////////////////////////////////////////////////////////////////////////
//close the open game..
int NETclose()
{
unsigned int i;
// reset flag
NetPlay.ShowedMOTD = false;
NEThaltJoining();
debug(LOG_NET, "Terminating sockets.");
NetPlay.isHost = false;
server_not_there = false;
allow_joining = false;
for (i = 0; i < MAX_CONNECTED_PLAYERS; i++)
{
if (connected_bsocket[i])
{
debug(LOG_NET, "Closing connected_bsocket[%u], %p", i, static_cast<void *>(connected_bsocket[i]));
connected_bsocket[i]->close();
connected_bsocket[i] = nullptr;
}
NET_DestroyPlayer(i, true);
}
if (tmp_socket_set)
{
debug(LOG_NET, "Freeing tmp_socket_set %p", static_cast<void *>(tmp_socket_set));
delete tmp_socket_set;
tmp_socket_set = nullptr;
}
for (i = 0; i < MAX_TMP_SOCKETS; i++)
{
if (tmp_socket[i])
{
// FIXME: need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
debug(LOG_NET, "Closing tmp_socket[%d] %p", i, static_cast<void *>(tmp_socket[i]));
tmp_socket[i]->close();
tmp_socket[i] = nullptr;
}
}
if (client_socket_set)
{
if (bsocket)
{
client_socket_set->remove(bsocket);
}
debug(LOG_NET, "Freeing socket_set %p", static_cast<void *>(client_socket_set));
delete client_socket_set;
client_socket_set = nullptr;
}
else if (server_socket_set)
{
debug(LOG_NET, "Freeing socket_set %p", static_cast<void*>(server_socket_set));
delete server_socket_set;
server_socket_set = nullptr;
}
if (server_listen_socket)
{
debug(LOG_NET, "Closing server_listen_socket %p", static_cast<void *>(server_listen_socket));
delete server_listen_socket;
server_listen_socket = nullptr;
}
if (bsocket)
{
debug(LOG_NET, "Closing bsocket %p", static_cast<void *>(bsocket));
bsocket->close();
bsocket = nullptr;
}
playerManagementRecord.clear();
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
// Send and Recv functions
// ////////////////////////////////////////////////////////////////////////
// return bytes of data sent recently.
size_t NETgetStatistic(NetStatisticType type, bool sent, bool isTotal)
{
size_t Statistic::*statisticType = sent ? &Statistic::sent : &Statistic::received;
Statistic NETSTATS::*statsType;
switch (type)
{
case NetStatisticRawBytes: statsType = &NETSTATS::rawBytes; break;
case NetStatisticUncompressedBytes: statsType = &NETSTATS::uncompressedBytes; break;
case NetStatisticPackets: statsType = &NETSTATS::packets; break;
default: ASSERT(false, " "); return 0;
}
int time = wzGetTicks();
if ((unsigned)(time - nStatsLastUpdateTime) >= (unsigned)GAME_TICKS_PER_SEC)
{
nStatsLastUpdateTime = time;
nStatsSecondLastSec = nStatsLastSec;
nStatsLastSec = nStats;
}
if (isTotal)
{
return nStats.*statsType.*statisticType;
}
return nStatsLastSec.*statsType.*statisticType - nStatsSecondLastSec.*statsType.*statisticType;
}
static std::set<uint32_t> netSendPendingDisconnectPlayerIndexes;
void NETsendProcessDelayedActions()
{
if (netSendPendingDisconnectPlayerIndexes.empty())
{
return;
}
// "consume" the netSendPendingDisconnectPlayerIndexes up-front, and do *not* reference it again (as NETplayerClientsDisconnect may lead to calls that mutate it)
std::set<uint32_t> pendingDisconnectPlayers = netSendPendingDisconnectPlayerIndexes;
netSendPendingDisconnectPlayerIndexes.clear();
for (auto player : pendingDisconnectPlayers)
{
if (player >= MAX_CONNECTED_PLAYERS)
{
ASSERT(player < MAX_CONNECTED_PLAYERS, "Invalid player: %" PRIu32, player);
continue;
}
NETlogEntry("client disconnect?", SYNC_FLAG, player);
}
NETplayerClientsDisconnect(pendingDisconnectPlayers);
}
// ////////////////////////////////////////////////////////////////////////
// Send a message to a player, option to guarantee message
bool NETsend(NETQUEUE queue, NetMessage const& message)
{
uint8_t player = queue.index;
if (!NetPlay.bComms)
{
return true;
}
IClientConnection** sockets = connected_bsocket;
bool isTmpQueue = false;
switch (queue.queueType)
{
case QUEUE_BROADCAST:
ASSERT_OR_RETURN(false, player == NET_ALL_PLAYERS, "Wrong queue index.");
break;
case QUEUE_NET:
ASSERT_OR_RETURN(false, player < MAX_CONNECTED_PLAYERS, "Wrong queue index.");
break;
case QUEUE_TMP:
sockets = tmp_socket;
isTmpQueue = true;
ASSERT_OR_RETURN(false, player < MAX_TMP_SOCKETS && NetPlay.isHost, "Wrong queue index.");
break;
default:
ASSERT_OR_RETURN(false, false, "Wrong queue type.");
}
if (NetPlay.isHost)
{
int firstPlayer = player == NET_ALL_PLAYERS ? 0 : player;
int lastPlayer = player == NET_ALL_PLAYERS ? MAX_CONNECTED_PLAYERS - 1 : player;
for (player = firstPlayer; player <= lastPlayer; ++player)
{
// We are the host, send directly to player.
if (sockets[player] != nullptr && player != queue.exclude)
{
const auto& rawData = message.rawData();
if (rawData.empty())
{
debug(LOG_FATAL, "Failed to allocate raw data (message type: %" PRIu8 ", player: %d)", message.type(), player);
abort();
}
uint8_t msgType = message.type();
ssize_t rawLen = rawData.size();
size_t compressedRawLen;
const auto writeResult = sockets[player]->writeAll(rawData.data(), rawLen, &compressedRawLen);
const auto res = writeResult.value_or(SOCKET_ERROR);
if (res == rawLen)
{
nStats.rawBytes.sent += compressedRawLen;
nStats.uncompressedBytes.sent += rawLen;
nStats.packets.sent += 1;
}
else if (res == SOCKET_ERROR)
{
const auto writeErrMsg = writeResult.error().message();
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message (type: %" PRIu8 ", rawLen: %zu, compressedRawLen: %zu) to %" PRIu8 ": %s",
msgType, rawLen, compressedRawLen, player, writeErrMsg.c_str());
if (!isTmpQueue)
{
netSendPendingDisconnectPlayerIndexes.insert(player);
}
}
}
}
return true;
}
else if (player == NetPlay.hostPlayer)
{
// We are a client, send directly to player, who happens to be the host.
if (bsocket && NetPlay.isHostAlive)
{
const auto& rawData = message.rawData();
ssize_t rawLen = rawData.size();
size_t compressedRawLen;
const auto writeResult = bsocket->writeAll(rawData.data(), rawLen, &compressedRawLen);
const auto res = writeResult.value_or(SOCKET_ERROR);
if (res == rawLen)
{
nStats.rawBytes.sent += compressedRawLen;
nStats.uncompressedBytes.sent += rawLen;
nStats.packets.sent += 1;
}
else if (res == SOCKET_ERROR)
{
const auto writeErrMsg = writeResult.error().message();
// Write error, most likely host disconnect.
debug(LOG_ERROR, "Failed to send message: %s", writeErrMsg.c_str());
debug(LOG_ERROR, "Host connection was broken, socket %p.", static_cast<void *>(bsocket));
NETlogEntry("write error--client disconnect.", SYNC_FLAG, NetPlay.hostPlayer);
NETclientHandleHostDisconnected();
}
return res == rawLen;
}
}
else
{
// We are a client and can't send the data directly, ask the host to send the data to the player.
uint8_t sender = selectedPlayer;
auto w = NETbeginEncode(NETnetQueue(NetPlay.hostPlayer), NET_SEND_TO_PLAYER);
NETuint8_t(w, sender);
NETuint8_t(w, player);
NETnetMessage(w, message);
NETend(w);
return true;
}
return false;
}
static void NETcloseTempSocket(unsigned int i)
{
std::string joinerPublicKeyB64;
std::string joinerName;
if (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::PendingAsyncApproval
|| tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::ProcessJoin)
{
// If there's any chance we may have issued an async join approval request, ensure we issue a joinFailed event
// WZEVENT: joinFailed: <b64pubkey> <b64name> [spec|play] <reason>
const auto& joinRequestInfo = tmp_connectState[i].receivedJoinInfo;
joinerPublicKeyB64 = base64Encode(joinRequestInfo.identity.toBytes(EcKey::Public));
joinerName = joinRequestInfo.name;
std::string joinerNameB64 = base64Encode(std::vector<unsigned char>(joinerName.begin(), joinerName.end()));
wz_command_interface_output("WZEVENT: joinFailed: %s %s %s %s\n", joinerPublicKeyB64.c_str(), joinerNameB64.c_str(), (joinRequestInfo.playerType == NET_JOIN_SPECTATOR) ? "spec" : "play", "full");
}
std::string rIP = tmp_socket[i]->textAddress();
tmp_socket_set->remove(tmp_socket[i]);
tmp_socket[i]->close();
tmp_socket[i] = nullptr;
tmp_connectState[i].reset();
auto it = tmp_pendingIPs.find(rIP);
if (it != tmp_pendingIPs.end())
{
if (it->second > 1)
{
it->second--;
}
else
{
tmp_pendingIPs.erase(it);
}
}
else
{
debug(LOG_INFO, "Did not find in pending IPs list: (IP: %s, Identity: %s, Name: %s)", rIP.c_str(), joinerPublicKeyB64.c_str(), joinerName.c_str());
}
}
static void NETclientHandleHostDisconnected()
{
ASSERT_OR_RETURN(, !NetPlay.isHost, "Should only be called by clients!");
// NOTE: Do *not* close the socket or connection group here, as this is called from both send and receiving functions
// And if this was detected on a send, we still might have buffered data to read!
ASSERT(NetPlay.hostPlayer < NetPlay.players.size(), "Invalid NetPlay.hostPlayer: %" PRIu32, NetPlay.hostPlayer);
NetPlay.players[NetPlay.hostPlayer].heartbeat = false; // mark host as dead
//Game is pretty much over --should just end everything when HOST dies.
NetPlay.isHostAlive = false;
}
void NETflush()
{
if (!NetPlay.bComms)
{
return;
}
NETflushGameQueues();
size_t compressedRawLen = 0;
if (NetPlay.isHost)
{
// Preliminary check to see if any player sockets are still valid.
std::set<uint32_t> invalidPlayerIndices;
for (int player = 0; player < MAX_CONNECTED_PLAYERS; ++player)
{
if (connected_bsocket[player] != nullptr && !connected_bsocket[player]->isValid())
{
invalidPlayerIndices.emplace(player);
}
}
// Gracefully handle disconnected players.
NETplayerClientsDisconnect(invalidPlayerIndices);
for (int player = 0; player < MAX_CONNECTED_PLAYERS; ++player)
{
// We are the host, send directly to player.
if (!invalidPlayerIndices.count(player) && connected_bsocket[player] != nullptr)
{
if (!connected_bsocket[player]->flush(&compressedRawLen).has_value())
{
invalidPlayerIndices.emplace(player);
continue;
}
nStats.rawBytes.sent += compressedRawLen;
}
}
// Once again, if any connected client sockets had problems during flush(), consider them disconnected and handle appropriately.
NETplayerClientsDisconnect(invalidPlayerIndices);
for (int player = 0; player < MAX_TMP_SOCKETS; ++player)
{
// We are the host, send directly to player.
if (tmp_socket[player] != nullptr)
{
if (!tmp_socket[player]->isValid() || !tmp_socket[player]->flush(&compressedRawLen).has_value())
{
debug(LOG_NET, "Failed to flush temporary socket for player slot %d", player);
NETcloseTempSocket(player);
continue;
}
nStats.rawBytes.sent += compressedRawLen;
}
}
}
else
{
if (bsocket != nullptr && NetPlay.isHostAlive)
{
if (!bsocket->isValid() || !bsocket->flush(&compressedRawLen).has_value())
{
debug(LOG_NET, "Failed to flush socket for host. Host probably disconnected.");
NETlogEntry("flush error--client disconnect.", SYNC_FLAG, NetPlay.hostPlayer);
NETclientHandleHostDisconnected();
return;
}
nStats.rawBytes.sent += compressedRawLen;
}
}
}
// Player index swapping
// Warning: This should be used with care, and generally should not be called directly.
// Use higher-level functions like NETmovePlayerToSpectatorOnlySlot & NETrequestSpectatorToPlay instead.
static bool swapPlayerIndexes(uint32_t playerIndexA, uint32_t playerIndexB)
{
ASSERT_OR_RETURN(false, ingame.localJoiningInProgress, "Only supported in lobby, before game starts");
ASSERT_OR_RETURN(false, playerIndexA < MAX_CONNECTED_PLAYERS, "playerIndexA out of bound: %" PRIu32 "", playerIndexA);
ASSERT_OR_RETURN(false, playerIndexB < MAX_CONNECTED_PLAYERS, "playerIndexB out of bound: %" PRIu32 "", playerIndexB);
ASSERT_OR_RETURN(false, playerIndexA != NetPlay.hostPlayer && playerIndexA != NetPlay.hostPlayer && playerIndexB != NetPlay.hostPlayer && playerIndexB != NetPlay.hostPlayer, "Can't swap host player index: (index A: %" PRIu32 ", index B: %" PRIu32 ")", playerIndexA, playerIndexB);
// Send the NET_SWAPPING_PLAYER_INDEX message *first*
auto w = NETbeginEncode(NETbroadcastQueue(), NET_PLAYER_SWAP_INDEX);
NETuint32_t(w, playerIndexA);
NETuint32_t(w, playerIndexB);
NETend(w);
// Then swap the networking stuff for these slots
std::swap(connected_bsocket[playerIndexA], connected_bsocket[playerIndexB]);
// should be no need to call SocketSet_AddSocket, since should already be in the socket_set
NETswapQueues(NETnetQueue(playerIndexA), NETnetQueue(playerIndexB));
// Backup the old NETPLAY PLAYERS data
std::array<PLAYER, 2> playersData = {std::move(NetPlay.players[playerIndexA]), std::move(NetPlay.players[playerIndexB])};
// Instead of calling clearPlayer() which has all kinds of unintended effects,
// hmmm...
std::array<uint32_t, 2> playerIndexes = {playerIndexA, playerIndexB};
for (auto playerIndex : playerIndexes)
{
// From MultiPlayerLeave()
// From clearPlayer() - this is needed to disconnect PlayerReferences so, for example, old chat messages are still associated with the proper player
NetPlay.playerReferences[playerIndex]->disconnect();
NetPlay.playerReferences[playerIndex] = std::make_shared<PlayerReference>(playerIndex);
//
// if (playerIndex < MAX_PLAYERS)
// {
// playerVotes[playerIndex] = 0;
// }
}
// Swap the player multistats / identity info
swapPlayerMultiStatsLocal(playerIndexA, playerIndexB);
// Swap the NetPlay PLAYER entries
NetPlay.players[playerIndexB] = std::move(playersData[0]);
NetPlay.players[playerIndexA] = std::move(playersData[1]);
// Just like changePosition(), we should *preserve* the team and "position" from the original index
std::swap(NetPlay.players[playerIndexA].position, NetPlay.players[playerIndexB].position);
std::swap(NetPlay.players[playerIndexA].team, NetPlay.players[playerIndexB].team);
// And also swap spectator flag!
std::swap(NetPlay.players[playerIndexA].isSpectator, NetPlay.players[playerIndexB].isSpectator);
std::swap(NetPlay.players[playerIndexA].colour, NetPlay.players[playerIndexB].colour); // And the color!
// (Essentially all of the above are "slot-associated" more than "player-associated" properties, and so should stay with the slot)
// Swap certain ingame player-associated entries
std::swap(ingame.PingTimes[playerIndexA], ingame.PingTimes[playerIndexB]);
std::swap(ingame.LagCounter[playerIndexA], ingame.LagCounter[playerIndexB]);
std::swap(ingame.DesyncCounter[playerIndexA], ingame.DesyncCounter[playerIndexB]);
std::swap(ingame.VerifiedIdentity[playerIndexA], ingame.VerifiedIdentity[playerIndexB]);
std::swap(ingame.JoiningInProgress[playerIndexA], ingame.JoiningInProgress[playerIndexB]);
std::swap(ingame.PendingDisconnect[playerIndexA], ingame.PendingDisconnect[playerIndexB]);
std::swap(ingame.DataIntegrity[playerIndexA], ingame.DataIntegrity[playerIndexB]);
std::swap(ingame.hostChatPermissions[playerIndexA], ingame.hostChatPermissions[playerIndexB]);
std::swap(ingame.joinTimes[playerIndexA], ingame.joinTimes[playerIndexB]);
std::swap(ingame.lastReadyTimes[playerIndexA], ingame.lastReadyTimes[playerIndexB]);
std::swap(ingame.lastNotReadyTimes[playerIndexA], ingame.lastNotReadyTimes[playerIndexB]);
std::swap(ingame.secondsNotReady[playerIndexA], ingame.secondsNotReady[playerIndexB]);
std::swap(ingame.playerLeftGameTime[playerIndexA], ingame.playerLeftGameTime[playerIndexB]);
std::swap(ingame.lastSentPlayerDataCheck2[playerIndexA], ingame.lastSentPlayerDataCheck2[playerIndexB]);
std::swap(ingame.muteChat[playerIndexA], ingame.muteChat[playerIndexB]);
playerSpamMuteNotifyIndexSwap(playerIndexA, playerIndexB);
multiSyncPlayerSwap(playerIndexA, playerIndexB);
// Ensure we filter messages appropriately waiting for the client ack *at each new index*
if (NetPlay.players[playerIndexA].allocated)
{
NET_waitingForIndexChangeAckSince.at(playerIndexA) = realTime;
}
if (NetPlay.players[playerIndexB].allocated)
{
NET_waitingForIndexChangeAckSince.at(playerIndexB) = realTime;
}
// Fix up any AI players - if they get moved to a spectator slot, get rid of the AI
for (auto playerIndex : playerIndexes)
{
if (!NetPlay.players[playerIndex].allocated
&& NetPlay.players[playerIndex].ai >= 0
&& (NetPlay.players[playerIndex].isSpectator || playerIndex > MAX_PLAYERS))
{
// remove the AI
ASSERT(playerIndex != PLAYER_FEATURE, "Not expecting to see PLAYER_FEATURE here!");
NetPlay.players[playerIndex].difficulty = AIDifficulty::DISABLED;
NetPlay.players[playerIndex].ai = AI_OPEN;
clearPlayerName(playerIndex);
}
if (!NetPlay.players[playerIndex].allocated && NetPlay.players[playerIndex].ai < 0)
{
ASSERT(NetPlay.players[playerIndex].difficulty == AIDifficulty::DISABLED, "Unexpected difficulty (%d) for player (%d)", (int)NetPlay.players[playerIndex].difficulty, playerIndex);
}
if (NetPlay.players[playerIndex].allocated
&& playerIndex < MAX_PLAYERS)
{
if (NetPlay.players[playerIndex].difficulty != AIDifficulty::HUMAN)
{
debug(LOG_INFO, "Fixing up human difficulty for player: %d", playerIndex);
NetPlay.players[playerIndex].difficulty = AIDifficulty::HUMAN;
}
}
}
if (!NetPlay.players[playerIndexA].allocated || !NetPlay.players[playerIndexB].allocated)
{
// Recalculate NetPlay.playercount (etc), as it may have changed
NETfixPlayerCount();
}
return true;
}
static inline bool _NET_isSpectatorOnlySlot(UDWORD playerIdx)
{
ASSERT_OR_RETURN(false, playerIdx < NetPlay.players.size(), "Invalid playerIdx: %" PRIu32 "", playerIdx);
return playerIdx >= MAX_PLAYERS || NetPlay.players[playerIdx].position >= game.maxPlayers;
}
static optional<uint32_t> _NET_findSpectatorSlotToOpen()
{
for (uint32_t i = MAX_PLAYER_SLOTS; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (!_NET_isSpectatorOnlySlot(i))
{
continue;
}
if (NetPlay.players[i].allocated || NetPlay.players[i].isSpectator)
{
continue;
}
if (game.mapHasScavengers && NetPlay.players[i].position == scavengerSlot())
{
continue; // skip it
}
if (i == PLAYER_FEATURE)
{
continue; // skip it
}
return i;
}
return nullopt;
}
bool NETcanOpenNewSpectatorSlot()
{
return _NET_findSpectatorSlotToOpen().has_value();
}
static optional<uint32_t> _NET_openNewSpectatorSlot_internal(bool broadcastUpdate)
{
ASSERT_HOST_ONLY(return false);
auto newSpecSlot = _NET_findSpectatorSlotToOpen();
if (!newSpecSlot.has_value())
{
return nullopt;
}
uint32_t i = newSpecSlot.value();
NetPlay.players[i].ai = AI_OPEN;
NetPlay.players[i].isSpectator = true;
// common code
NetPlay.players[i].difficulty = AIDifficulty::DISABLED; // disable AI for this slot
if (broadcastUpdate)
{
NETBroadcastPlayerInfo(i);
netPlayersUpdated = true;
}
return i;
}
bool NETopenNewSpectatorSlot()
{
ASSERT_HOST_ONLY(return false);
return _NET_openNewSpectatorSlot_internal(true).has_value();
}
bool NETmovePlayerToSpectatorOnlySlot(uint32_t playerIdx, bool hostOverride /*= false*/)
{
ASSERT_HOST_ONLY(return false);
ASSERT_OR_RETURN(false, playerIdx < MAX_CONNECTED_PLAYERS, "playerIdx out of bounds: %" PRIu32 "", playerIdx);
// Verify it's a human player
ASSERT_OR_RETURN(false, isHumanPlayer(playerIdx) && !NetPlay.players[playerIdx].isSpectator, "playerIdx is not a currently-connected human player: %" PRIu32 "", playerIdx);
// Try to grab a new spectator-only slot index
optional<uint32_t> availableSpectatorIndex = NET_FindOpenSlotForPlayer(false, true);
if (!availableSpectatorIndex.has_value() && hostOverride)
{
// Attempt to open a new spectator slot just for this player
availableSpectatorIndex = _NET_openNewSpectatorSlot_internal(false);
}
if (!availableSpectatorIndex.has_value())
{
debug(LOG_ERROR, "No available spectator slots to move player %" PRIu32 " to", playerIdx);
return false;
}
// Backup the player's identity for later recording
auto playerPublicKeyIdentity = getTruePlayerIdentity(playerIdx).identity.toBytes(EcKey::Privacy::Public);
// Swap the player indexes
if (!swapPlayerIndexes(playerIdx, availableSpectatorIndex.value()))
{
debug(LOG_ERROR, "Failed to swap player indexes: %" PRIu32 ", %" PRIu32 "", playerIdx, availableSpectatorIndex.value());
return false;
}
ASSERT(NetPlay.players[availableSpectatorIndex.value()].isSpectator, "New slot doesn't have spectator set??");
playerManagementRecord.movedPlayerToSpectators(NetPlay.players[availableSpectatorIndex.value()], playerPublicKeyIdentity, hostOverride);
if (wz_command_interface_enabled())
{
uint32_t newSpecIdx = availableSpectatorIndex.value();
const auto& outputIdentity = getOutputPlayerIdentity(newSpecIdx);
std::string playerPublicKeyB64 = base64Encode(outputIdentity.toBytes(EcKey::Public));
std::string playerIdentityHash = outputIdentity.publicHashString();
std::string playerVerifiedStatus = (ingame.VerifiedIdentity[newSpecIdx]) ? "V" : "?";
std::string playerName = getPlayerName(newSpecIdx);
std::string playerNameB64 = base64Encode(std::vector<unsigned char>(playerName.begin(), playerName.end()));
wz_command_interface_output("WZEVENT: movedPlayerToSpec: %" PRIu32 " -> %" PRIu32 " %s %s %s %s %s %s\n", playerIdx, newSpecIdx, playerPublicKeyB64.c_str(), playerIdentityHash.c_str(), playerVerifiedStatus.c_str(), playerNameB64.c_str(), NetPlay.players[newSpecIdx].IPtextAddress, hostOverride?"host":"user");
}
// Broadcast the swapped player info
NETBroadcastTwoPlayerInfo(playerIdx, availableSpectatorIndex.value());
return true;
}
static bool wasAlreadyMovedToSpectatorsByHost(uint32_t playerIdx)
{
return playerManagementRecord.hostMovedPlayerToSpectators(NetPlay.players[playerIdx].IPtextAddress)
|| playerManagementRecord.hostMovedPlayerToSpectators(getTruePlayerIdentity(playerIdx).identity.toBytes(EcKey::Privacy::Public));
}
SpectatorToPlayerMoveResult NETmoveSpectatorToPlayerSlot(uint32_t playerIdx, optional<uint32_t> newPlayerIdx, bool hostOverride /*= false*/)
{
ASSERT_HOST_ONLY(return SpectatorToPlayerMoveResult::FAILED);
ASSERT_OR_RETURN(SpectatorToPlayerMoveResult::FAILED, playerIdx < MAX_CONNECTED_PLAYERS, "playerIdx out of bounds: %" PRIu32 "", playerIdx);
ASSERT_OR_RETURN(SpectatorToPlayerMoveResult::FAILED, newPlayerIdx.value_or(0) < MAX_CONNECTED_PLAYERS, "newPlayerIdx out of bounds: %" PRIu32 "", newPlayerIdx.value_or(0));
ASSERT_OR_RETURN(SpectatorToPlayerMoveResult::FAILED, !newPlayerIdx.has_value() || newPlayerIdx.value() != NetPlay.hostPlayer, "newPlayerIdx cannot be host player: %" PRIu32 "", newPlayerIdx.value_or(0));
// Verify it's a human player
ASSERT_OR_RETURN(SpectatorToPlayerMoveResult::FAILED, isHumanPlayer(playerIdx) && NetPlay.players[playerIdx].isSpectator, "playerIdx is not a currently-connected spectator: %" PRIu32 "", playerIdx);
bool previousPlayersShouldCheckReadyValue = multiplayPlayersShouldCheckReady();
// Check if the host has moved this player to a spectator before, if so deny (unless the *host* is the one triggering the move)
if (!hostOverride && wasAlreadyMovedToSpectatorsByHost(playerIdx))
{
return SpectatorToPlayerMoveResult::FAILED;
}
if (!newPlayerIdx.has_value())
{
// Attempt to find an open slot
newPlayerIdx = NET_FindOpenSlotForPlayer(false, false);
if (!newPlayerIdx.has_value())
{
return SpectatorToPlayerMoveResult::NEEDS_SLOT_SELECTION;
}
}
// Backup the spectator's identity for later recording
auto spectatorPublicKeyIdentity = getTruePlayerIdentity(playerIdx).identity.toBytes(EcKey::Privacy::Public);
// Swap the player indexes
if (!swapPlayerIndexes(playerIdx, newPlayerIdx.value()))
{
debug(LOG_ERROR, "Failed to swap player indexes: %" PRIu32 ", %" PRIu32 "", playerIdx, newPlayerIdx.value());
return SpectatorToPlayerMoveResult::FAILED;
}
ASSERT(!NetPlay.players[newPlayerIdx.value()].isSpectator, "New slot should not be a spectator??");
playerManagementRecord.movedSpectatorToPlayers(NetPlay.players[newPlayerIdx.value()], spectatorPublicKeyIdentity, hostOverride);
if (wz_command_interface_enabled())
{
const auto& identity = getOutputPlayerIdentity(newPlayerIdx.value());
std::string playerPublicKeyB64 = base64Encode(identity.toBytes(EcKey::Public));
std::string playerIdentityHash = identity.publicHashString();
std::string playerVerifiedStatus = (ingame.VerifiedIdentity[newPlayerIdx.value()]) ? "V" : "?";
std::string playerName = getPlayerName(newPlayerIdx.value());
std::string playerNameB64 = base64Encode(std::vector<unsigned char>(playerName.begin(), playerName.end()));
wz_command_interface_output("WZEVENT: movedSpecToPlayer: %" PRIu32 " -> %" PRIu32 " %s %s %s %s %s\n", playerIdx, newPlayerIdx.value(), playerPublicKeyB64.c_str(), playerIdentityHash.c_str(), playerVerifiedStatus.c_str(), playerNameB64.c_str(), NetPlay.players[newPlayerIdx.value()].IPtextAddress);
}
// Broadcast the swapped player info
NETBroadcastTwoPlayerInfo(playerIdx, newPlayerIdx.value());
handlePossiblePlayersShouldCheckReadyChange(previousPlayersShouldCheckReadyValue);
return SpectatorToPlayerMoveResult::SUCCESS;
}
static inline bool NETFilterMessageWhileSwappingPlayer(uint8_t sender, uint8_t type)
{
if (!NetPlay.isHost)
{
return false; // only host filters these messages
}
if (sender == NetPlay.hostPlayer)
{
return false; // never filter host messages
}
if (static_cast<size_t>(sender) >= NET_waitingForIndexChangeAckSince.size() || !NET_waitingForIndexChangeAckSince.at(sender).has_value())
{
return false; // no filtering - not waiting for player to acknowledge index change
}
#define INDEX_CHANGE_ACK_TIMEOUT (5 * GAME_TICKS_PER_SEC)
if ((realTime - NET_waitingForIndexChangeAckSince.at(sender).value_or(realTime)) > INDEX_CHANGE_ACK_TIMEOUT)
{
// this client did not acknowledge the player index change before the timeout - kick them
char msg[256] = {'\0'};
if (NETplayerHasConnection(sender) || NetPlay.players[sender].allocated)
{
ssprintf(msg, "Auto-kicking player %u, did not ack player index change within required timeframe.", (unsigned int)sender);
sendInGameSystemMessage(msg);
debug(LOG_INFO, "Client (player: %u) failed to ack player index swap (ignoring message type: %" PRIu8 ")", sender, type);
kickPlayer(sender, _("Client failed to ack player index swap"), ERROR_INVALID, false);
}
return true; // filter original message, of course
}
// Filter certain net messages if player index swap is in progress (until player acknowledges swap)
switch (type)
{
case NET_TEXTMSG:
case NET_QUICK_CHAT_MSG:
// Just send a message to the player that this text message was undelivered and to try again - it's easier and this should be quite rare
{
WzQuickChatTargeting targeting;
targeting.specificPlayers.insert(sender);
sendQuickChat(WzQuickChatMessage::INTERNAL_MSG_DELIVERY_FAILURE_TRY_AGAIN, selectedPlayer, targeting);
return true; // filter / ignore
}
case NET_VOTE:
// POSSIBLE TODO: Send the player a new VOTE_REQUEST so they can send a new vote? (after they ack the swap)
return true; // filter / ignore
case NET_PLAYERNAME_CHANGEREQUEST: ///< non-host human player is changing their name.
// We can ignore if we force the player to re-send their name when they change slots
return true; // filter / ignore
// Client messages to ignore while waiting for a swap player ACK
// (because they may contain the old player index, and also the necessary messages will be resent after the ack)
case NET_PING: // For now, just drop it - until the player responds with the ack
case NET_PLAYER_STATS:
case NET_COLOURREQUEST: ///< player requests a colour change.
case NET_FACTIONREQUEST: ///< player requests a colour change.
case NET_TEAMREQUEST: ///< request team membership
case NET_READY_REQUEST: ///< player ready to start an mp game
case NET_POSITIONREQUEST: ///< position in GUI player list
case NET_DATA_CHECK: ///< Data integrity check
case NET_DATA_CHECK2:
return true; // filter / ignore
// one slot / index change at a time...
case NET_PLAYER_SLOTTYPE_REQUEST:
return true; // filter / ignore
// client messages to be processed normally
case NET_FILE_REQUESTED: ///< Player has requested a file (map/mod/?)
case NET_FILE_CANCELLED: ///< Player cancelled a file request
return false; // process normally (do *not* filter)
// host-only messages
case NET_OPTIONS: ///< welcome a player to a game.
case NET_KICK: ///< kick a player .
case NET_FIREUP: ///< campaign game has started, we can go too.. Shortcut message, not to be used in dmatch.
case NET_PLAYER_INFO: ///< basic player info
case NET_PLAYER_JOINED: ///< notice about player joining
case NET_PLAYER_LEAVING: ///< A player is leaving, (nicely)
case NET_PLAYER_DROPPED: ///< notice about player dropped / disconnected
case NET_GAME_FLAGS: ///< game flags
case NET_HOST_DROPPED: ///< Host has dropped
case NET_FILE_PAYLOAD: ///< sending file to the player that needs it
case NET_VOTE_REQUEST: ///< Setup a vote popup
case NET_PLAYER_SWAP_INDEX:
case NET_HOST_CONFIG:
ASSERT(false, "Received unexpected host-only message (%" PRIu8 ") from sender: %" PRIu8 "", type, sender);
break;
// only possible with initial join
case NET_JOIN: ///< join a game
case NET_ACCEPTED: ///< accepted into game
case NET_REJECTED: ///< nope, you can't join
ASSERT(false, "Received unexpected initial-join message (%" PRIu8 ") from sender: %" PRIu8 "", type, sender);
break;
// should only be possible once game has started
case NET_PLAYERRESPONDING: ///< computer that sent this is now playing warzone!
case NET_AITEXTMSG: ///< chat between AIs
case NET_BEACONMSG: ///< place beacon
case NET_SHARE_GAME_QUEUE: ///< Message contains a game message, which should be inserted into a queue.
case NET_DEBUG_SYNC: ///< Synch error messages, so people don't have to use pastebin.
case NET_SPECTEXTMSG: ///< chat between spectators
case NET_TEAM_STRATEGY: ///< Player is sending an updated strategy notice to team members
break;
// just process normally
case NET_SEND_TO_PLAYER: ///< Non-host clients aren't directly connected to each other, so they talk via the host using these messages.
return false; // process normally (do *not* filter)
case NET_SECURED_NET_MESSAGE: ///< This just wraps another message, so permit this wrapper message
return false; // process normally (do *not* filter)
case NET_PLAYER_SWAP_INDEX_ACK:
// **MUST** be permitted
return false; // process normally (do *not* filter)
default:
// just process normally
break;
}
return false;
}
static void cmdInterfaceLogChatMsgInternal(const NetworkTextMessage& message, const char* log_prefix, optional<std::string> _senderPublicKeyB64 = nullopt)
{
if (!NetPlay.isHost || !wz_command_interface_enabled() || (NetPlay.hostPlayer < MAX_PLAYER_SLOTS))
{
return;
}
if (message.sender < 0)
{
// for now, skip system messages
return;
}
ASSERT_OR_RETURN(, message.sender < MAX_CONNECTED_PLAYERS, "Invalid message.sender (%d)", message.sender);
const auto& identity = getOutputPlayerIdentity(message.sender);
std::string senderPublicKeyB64 = _senderPublicKeyB64.value_or(base64Encode(identity.toBytes(EcKey::Public)));
std::string senderVerifiedStatus = (ingame.VerifiedIdentity[message.sender]) ? "V" : "?";
std::string sendername = getPlayerName(message.sender);
std::string sendername64 = base64Encode(std::vector<unsigned char>(sendername.begin(), sendername.end()));
std::string messagetext = message.text;
std::string messagetext64 = base64Encode(std::vector<unsigned char>(messagetext.begin(), messagetext.end()));
wz_command_interface_output("%s: %i %s %s %s %s %s\n", log_prefix, message.sender, senderPublicKeyB64.c_str(), sendername64.c_str(), messagetext64.c_str(), senderVerifiedStatus.c_str(), NetPlay.players[message.sender].IPtextAddress);
}
// receiver may be a player index or NET_ALL_PLAYERS
static void LogChatMsg(uint8_t msgType, const NetMessage& message, uint8_t senderIdx, uint8_t receiver)
{
if (!wz_command_interface_enabled())
{
return;
}
switch (msgType)
{
case NET_TEXTMSG:
{
NetworkTextMessage textMsg;
if (textMsg.decode(message, senderIdx))
{
// Process & log
cmdInterfaceLogChatMsgInternal(textMsg, "WZCHAT");
}
break;
}
case NET_SPECTEXTMSG:
{
auto r = MessageReader(message);
if (auto specMsg = decodeSpecInGameTextMessage(r, senderIdx))
{
// Process & log
cmdInterfaceLogChatMsgInternal(specMsg.value(), "WZCHAT");
}
break;
}
}
}
///////////////////////////////////////////////////////////////////////////
// Check if a message is a system message
static bool NETprocessSystemMessage(NETQUEUE playerQueue, uint8_t *type)
{
if (*type == NET_SECURED_NET_MESSAGE)
{
if (!NETdecryptSecuredNetMessage(playerQueue, *type) || *type == NET_SECURED_NET_MESSAGE) // nested secured messages are not supported
{
// remove the invalid secured message, and return true to say we "handled it"
debug(LOG_INFO, "Ignoring invalid secured message allegedly from player: %u", static_cast<unsigned>(playerQueue.index));
NETpop(playerQueue);
return true;
}
}
if (NETFilterMessageWhileSwappingPlayer(playerQueue.index, *type))
{
NETpop(playerQueue);
return true;
}
switch (*type)
{
case NET_SEND_TO_PLAYER:
{
uint8_t sender;
uint8_t receiver;
NetMessage* message = nullptr;
auto r = NETbeginDecode(playerQueue, NET_SEND_TO_PLAYER);
NETuint8_t(r, sender);
NETuint8_t(r, receiver);
NETnetMessage(r, &message); // Must delete message later.
std::unique_ptr<NetMessage> deleteLater(message);
if (!NETend(r))
{
debug(LOG_ERROR, "Incomplete NET_SEND_TO_PLAYER.");
break;
}
if (sender >= MAX_CONNECTED_PLAYERS || (receiver >= MAX_CONNECTED_PLAYERS && receiver != NET_ALL_PLAYERS))
{
debug(LOG_ERROR, "Bad NET_SEND_TO_PLAYER.");
break;
}
if ((receiver == selectedPlayer || receiver == NET_ALL_PLAYERS) && playerQueue.index == NetPlay.hostPlayer)
{
// Message was sent to us via the host.
if (sender != selectedPlayer) // Make sure host didn't send us our own broadcast messages, which shouldn't happen anyway.
{
NETlogPacket(message->type(), static_cast<uint32_t>(message->rawData().size()), true);
NETinsertMessageFromNet(NETnetQueue(sender), std::move(*message));
}
}
else if (NetPlay.isHost && sender == playerQueue.index)
{
const auto msgType = message->type();
if (((msgType == NET_OPTIONS
|| msgType == NET_FIREUP
|| msgType == NET_KICK
|| msgType == NET_PLAYER_LEAVING
|| msgType == NET_PLAYER_DROPPED
|| msgType == NET_REJECTED
|| msgType == NET_GAME_FLAGS
|| msgType == NET_PLAYER_JOINED
|| msgType == NET_PLAYER_INFO
|| msgType == NET_FILE_PAYLOAD
|| msgType == NET_PLAYER_SWAP_INDEX
|| msgType == NET_HOST_CONFIG) && sender != NetPlay.hostPlayer)
||
((msgType == NET_HOST_DROPPED
|| msgType == NET_FILE_REQUESTED
|| msgType == NET_READY_REQUEST
|| msgType == NET_TEAMREQUEST
|| msgType == NET_COLOURREQUEST
|| msgType == NET_POSITIONREQUEST
|| msgType == NET_FACTIONREQUEST
|| msgType == NET_FILE_CANCELLED
|| msgType == NET_DATA_CHECK
|| msgType == NET_JOIN
|| msgType == NET_PLAYERNAME_CHANGEREQUEST
|| msgType == NET_PLAYER_SWAP_INDEX_ACK) && receiver != NetPlay.hostPlayer)
||
((msgType == NET_PLAYER_SLOTTYPE_REQUEST
|| msgType == NET_DATA_CHECK2) && (sender != NetPlay.hostPlayer && receiver != NetPlay.hostPlayer)))
{
char msg[256] = {'\0'};
ssprintf(msg, "Auto-kicking player %u, lacked the required access level for command(%d).", (unsigned int)sender, (int)message->type());
NETlogEntry(msg, SYNC_FLAG, sender);
if (NETplayerHasConnection(sender))
{
sendRoomSystemMessage(msg);
debug(LOG_ERROR, "%s", msg);
kickPlayer(sender, "Invalid command attempted", ERROR_INVALID, true);
}
break;
}
// Certain messages should be filtered while we're waiting for the ack of a player index switch
if (NETFilterMessageWhileSwappingPlayer(sender, msgType))
{
break;
}
if ((msgType == NET_SHARE_GAME_QUEUE) && (receiver != NET_ALL_PLAYERS))
{
debug(LOG_NET, "Ignoring non-broadcast message type (%d) from Player %d", (int)message->type(), (int)playerQueue.index);
break;
}
// Certain messages should be filtered due to hostChatPermissions
if (msgType == NET_TEXTMSG || msgType == NET_SPECTEXTMSG || msgType == NET_AITEXTMSG)
{
if (!ingame.hostChatPermissions[sender])
{
// Only allow messages direct to host in this case! (Carve-out to allow /hostmsg commands...)
if (receiver != NetPlay.hostPlayer)
{
break;
}
}
LogChatMsg(msgType, *message, sender, receiver);
}
size_t rawLen = message->rawData().size();
// We are the host, and player is asking us to send the message to receiver.
auto w = NETbeginEncode(NETnetQueue(receiver, sender), NET_SEND_TO_PLAYER);
NETuint8_t(w, sender);
NETuint8_t(w, receiver);
NETnetMessage(w, *message);
NETend(w);
if (receiver == NET_ALL_PLAYERS)
{
NETlogPacket(msgType, static_cast<uint32_t>(rawLen), true);
NETinsertMessageFromNet(NETnetQueue(sender), std::move(*message)); // Message is also for the host.
// Not sure if flushing here can make a difference, maybe it can:
//NETflush(); // Send the message to everyone as fast as possible.
}
}
else
{
if (NetPlay.isHost && NETFilterMessageWhileSwappingPlayer(playerQueue.index, message->type()))
{
debug(LOG_NET, "Ignoring message type (%d) from Player %d while swapping player index", (int)message->type(), (int)playerQueue.index);
break;
}
debug(LOG_INFO, "Report this: Player %d sent us message type (%d) addressed to %d from %d. We are %d.", (int)playerQueue.index, (int)message->type(), (int)receiver, (int)sender, selectedPlayer);
}
break;
}
case NET_SHARE_GAME_QUEUE:
{
if (ingame.localJoiningInProgress)
{
// NET_SHARE_GAME_QUEUE should only be processed after the game has started - the game queues probably aren't yet created!
debug(LOG_ERROR, "Ignoring NET_SHARE_GAME_QUEUE message from %" PRIu8 " (only permitted in-game).", playerQueue.index);
break;
}
uint8_t player = 0;
uint32_t num = 0, n;
NetMessage* message = nullptr;
// Encoded in NETprocessSystemMessage in nettypes.cpp.
auto r = NETbeginDecode(playerQueue, NET_SHARE_GAME_QUEUE);
NETuint8_t(r, player);
NETuint32_t(r, num);
bool isSentByCorrectClient = responsibleFor(playerQueue.index, player);
isSentByCorrectClient = isSentByCorrectClient || (playerQueue.index == NetPlay.hostPlayer && playerQueue.index != selectedPlayer); // Let host spoof other people's NET_SHARE_GAME_QUEUE messages, but not our own. This allows the host to spoof a GAME_PLAYER_LEFT message (but spoofing any message when the player is still there will fail with desynch).
if (!isSentByCorrectClient || player >= MAX_CONNECTED_PLAYERS)
{
NETend(r);
break;
}
for (n = 0; n < num; ++n)
{
NETnetMessage(r, &message);
NETlogPacket(message->type(), static_cast<uint32_t>(message->rawData().size()), true);
NETinsertMessageFromNet(NETgameQueue(player), std::move(*message));
delete message;
message = nullptr;
}
if (!NETend(r))
{
debug(LOG_ERROR, "Bad NET_SHARE_GAME_QUEUE message.");
break;
}
break;
}
case NET_PLAYERNAME_CHANGEREQUEST:
{
if (!ingame.localJoiningInProgress)
{
// player name change only permitted in the lobby
debug(LOG_ERROR, "Ignoring NET_PLAYERNAME_CHANGEREQUEST message (only permitted in the lobby).");
break;
}
if (!NetPlay.isHost)
{
// Only the host should receive and process these messages
debug(LOG_ERROR, "Ignoring NET_PLAYERNAME_CHANGEREQUEST message (should only be sent to the host).");
break;
}
uint8_t player = 0;
WzString oldName;
WzString newName;
// Encoded in NETchangePlayerName() in netplay.cpp.
auto r = NETbeginDecode(playerQueue, NET_PLAYERNAME_CHANGEREQUEST);
NETuint8_t(r, player);
NETwzstring(r, newName);
NETend(r);
// Bail out if the given ID number is out of range
if (player >= MAX_CONNECTED_PLAYERS || (playerQueue.index != NetPlay.hostPlayer && (playerQueue.index != player || !NetPlay.players[player].allocated)))
{
debug(LOG_ERROR, "NET_PLAYERNAME_CHANGEREQUEST from %u: Player ID (%u) out of range (max %u)", playerQueue.index, player, (unsigned int)MAX_CONNECTED_PLAYERS);
break;
}
if (NetPlay.isHost && (!ingame.hostChatPermissions[player] || getLockedOptions().name))
{
// Name changes are denied when the host has muted a player (or name changes are locked)
// Inform the player that their name is still what it was (resets their local display)
if (NetPlay.players[player].allocated)
{
NETSendPlayerInfoTo(player, player);
}
break;
}
oldName = NetPlay.players[player].name;
setPlayerName(player, newName.toUtf8().c_str());
if (NetPlay.players[player].allocated && strncmp(oldName.toUtf8().c_str(), NetPlay.players[player].name, sizeof(NetPlay.players[player].name)) != 0)
{
printConsoleNameChange(oldName.toUtf8().c_str(), NetPlay.players[player].name);
// Send the updated data to all other clients as well.
NETBroadcastPlayerInfo(player); // ultimately triggers updateMultiplayGameData inside NETSendNPlayerInfoTo
NETfixDuplicatePlayerNames();
netPlayersUpdated = true;
}
break;
}
case NET_PLAYER_STATS:
{
recvMultiStats(playerQueue);
netPlayersUpdated = true;
break;
}
case NET_PLAYER_INFO:
{
uint32_t indexLen = 0, n;
uint32_t index = MAX_CONNECTED_PLAYERS;
int32_t colour = 0;
int32_t position = 0;
int32_t team = 0;
int8_t ai = 0;
int8_t difficulty = 0;
uint8_t faction = FACTION_NORMAL;
bool isSpectator = false;
bool isAdmin = false;
bool error = false;
auto r = NETbeginDecode(playerQueue, NET_PLAYER_INFO);
NETuint32_t(r, indexLen);
if (indexLen > MAX_CONNECTED_PLAYERS || (playerQueue.index != NetPlay.hostPlayer))
{
debug(LOG_ERROR, "MSG_PLAYER_INFO: Bad number of players updated: %u", indexLen);
NETend(r);
break;
}
for (n = 0; n < indexLen; ++n)
{
bool wasAllocated = false;
std::string oldName;
// Retrieve the player's ID
NETuint32_t(r, index);
// Bail out if the given ID number is out of range
if (index >= MAX_CONNECTED_PLAYERS || (playerQueue.index != NetPlay.hostPlayer && (playerQueue.index != index || !NetPlay.players[index].allocated)))
{
debug(LOG_ERROR, "MSG_PLAYER_INFO from %u: Player ID (%u) out of range (max %u)", playerQueue.index, index, (unsigned int)MAX_CONNECTED_PLAYERS);
error = true;
break;
}
// Retrieve the rest of the data
wasAllocated = NetPlay.players[index].allocated;
NETbool(r, NetPlay.players[index].allocated);
NETbool(r, NetPlay.players[index].heartbeat);
bool tmpDiscard = false;
NETbool(r, tmpDiscard); // to maintain message format, discard old "kick" variable // FUTURE TODO: Remove
oldName.clear();
oldName = NetPlay.players[index].name;
NETstring(r, NetPlay.players[index].name, sizeof(NetPlay.players[index].name));
NETuint32_t(r, NetPlay.players[index].heartattacktime);
NETint32_t(r, colour);
NETint32_t(r, position);
NETint32_t(r, team);
NETbool(r, NetPlay.players[index].ready);
NETint8_t(r, ai);
NETint8_t(r, difficulty);
NETuint8_t(r, faction);
NETbool(r, isSpectator);
NETbool(r, isAdmin);
auto newFactionId = uintToFactionID(faction);
if (!newFactionId.has_value())
{
debug(LOG_ERROR, "MSG_PLAYER_INFO from %u: Faction ID (%u) out of range (max %u)", playerQueue.index, (unsigned int)faction, (unsigned int)MAX_FACTION_ID);
error = true;
break;
}
// Don't let anyone except the host change these, otherwise it will end up inconsistent at some point, and the game gets really messed up.
if (playerQueue.index == NetPlay.hostPlayer)
{
setPlayerColour(index, colour);
NetPlay.players[index].position = position;
NetPlay.players[index].team = team;
NetPlay.players[index].ai = ai;
NetPlay.players[index].difficulty = static_cast<AIDifficulty>(difficulty);
NetPlay.players[index].faction = newFactionId.value();
NetPlay.players[index].isSpectator = isSpectator;
NetPlay.players[index].isAdmin = isAdmin;
}
debug(LOG_NET, "%s for player %u (%s)", n == 0 ? "Receiving MSG_PLAYER_INFO" : " and", (unsigned int)index, NetPlay.players[index].allocated ? "human" : "AI");
if (wasAllocated && NetPlay.players[index].allocated && strncmp(oldName.c_str(), NetPlay.players[index].name, sizeof(NetPlay.players[index].name)) != 0)
{
printConsoleNameChange(oldName.c_str(), NetPlay.players[index].name);
}
}
NETend(r);
// If we're the game host make sure to send the updated
// data to all other clients as well.
if (NetPlay.isHost && !error)
{
NETBroadcastPlayerInfo(index); // ultimately triggers updateMultiplayGameData inside NETSendNPlayerInfoTo
NETfixDuplicatePlayerNames();
}
else if (!error)
{
if (index == selectedPlayer)
{
handleAutoReadyRequest();
}
ActivityManager::instance().updateMultiplayGameData(game, ingame, NETGameIsLocked());
}
netPlayersUpdated = true;
break;
}
case NET_PLAYER_JOINED:
{
uint8_t index;
auto r = NETbeginDecode(playerQueue, NET_PLAYER_JOINED);
NETuint8_t(r, index);
NETend(r);
debug(LOG_NET, "Receiving NET_PLAYER_JOINED for player %u using socket %p",
(unsigned int)index, static_cast<void *>(bsocket));
MultiPlayerJoin(index, nullopt);
netPlayersUpdated = true;
break;
}
// This message type is when player is leaving 'nicely', and socket is still valid.
case NET_PLAYER_LEAVING:
{
uint32_t index;
auto r = NETbeginDecode(playerQueue, NET_PLAYER_LEAVING);
NETuint32_t(r, index);
NETend(r);
if (playerQueue.index != NetPlay.hostPlayer && index != playerQueue.index)
{
debug(LOG_ERROR, "Player %d left, but accidentally set player %d as leaving.", playerQueue.index, index);
index = playerQueue.index;
}
if (connected_bsocket[index])
{
debug(LOG_NET, "Receiving NET_PLAYER_LEAVING for player %u on socket %p", (unsigned int)index, static_cast<void *>(connected_bsocket[index]));
}
else
{
// dropped from join screen most likely
debug(LOG_NET, "Receiving NET_PLAYER_LEAVING for player %u (no socket?)", (unsigned int)index);
}
if (NetPlay.isHost)
{
debug(LOG_NET, "Broadcast leaving message to everyone else");
auto w = NETbeginEncode(NETbroadcastQueue(), NET_PLAYER_LEAVING);
NETuint32_t(w, index);
NETend(w);
}
debug(LOG_INFO, "Player %u has left the game.", index);
NETplayerLeaving(index); // need to close socket for the player that left.
NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_LEAVING, index);
break;
}
case NET_GAME_FLAGS:
{
debug(LOG_NET, "Receiving game flags");
auto r = NETbeginDecode(playerQueue, NET_GAME_FLAGS);
if (playerQueue.index != NetPlay.hostPlayer)
{
debug(LOG_ERROR, "NET_GAME_FLAGS sent by wrong player: %" PRIu32 "", playerQueue.index);
NETend(r);
break;
}
{
static unsigned int max_flags = ARRAY_SIZE(NetGameFlags);
// Retrieve the amount of game flags that we should receive
uint8_t i, count;
NETuint8_t(r, count);
// Make sure that we won't get buffer overflows by checking that we
// have enough space to store the given amount of game flags.
if (count > max_flags)
{
debug(LOG_NET, "NET_GAME_FLAGS: More game flags sent (%u) than our buffer can hold (%u)", (unsigned int)count, max_flags);
count = max_flags;
}
// Retrieve all game flags
for (i = 0; i < count; ++i)
{
NETint32_t(r, NetGameFlags[i]);
}
}
NETend(r);
if (NetPlay.isHost)
{
NETsendGameFlags();
}
break;
}
case NET_DEBUG_SYNC:
{
recvDebugSync(playerQueue);
break;
}
case NET_PLAYER_SWAP_INDEX_ACK:
{
ASSERT_HOST_ONLY(break);
uint32_t oldPlayerIndex;
uint32_t newPlayerIndex;
auto r = NETbeginDecode(playerQueue, NET_PLAYER_SWAP_INDEX_ACK);
NETuint32_t(r, oldPlayerIndex);
NETuint32_t(r, newPlayerIndex);
NETend(r);
bool isSentByCorrectClient = responsibleFor(playerQueue.index, newPlayerIndex);
if (!isSentByCorrectClient)
{
debug(LOG_ERROR, "NET_PLAYER_SWAP_INDEX_ACK sent by wrong player: %" PRIu32 "", playerQueue.index);
break;
}
if (newPlayerIndex >= NET_waitingForIndexChangeAckSince.size() || !NET_waitingForIndexChangeAckSince[newPlayerIndex].has_value())
{
debug(LOG_ERROR, "NET_PLAYER_SWAP_INDEX_ACK sent despite us not waiting for it (for player: %" PRIu32 ")", newPlayerIndex);
break;
}
NET_waitingForIndexChangeAckSince[newPlayerIndex] = nullopt;
break;
}
default:
return false;
}
NETpop(playerQueue);
return true;
}
/*
* Checks to see if a human player is still with us.
* @note: resuscitation isn't possible with current code, so once we lose
* the socket, then we have no way to connect with them again. Future
* item to enhance.
*/
static void NETcheckPlayers()
{
if (!NetPlay.isHost)
{
ASSERT(false, "Host only routine detected for client or not hosting yet!");
return;
}
for (int i = 0; i < MAX_CONNECTED_PLAYERS ; i++)
{
if (NetPlay.players[i].allocated == 0)
{
continue; // not allocated means that it most likely it is a AI player
}
if (!NetPlay.players[i].heartbeat && NetPlay.players[i].heartattacktime == 0) // looks like they are dead
{
NetPlay.players[i].heartattacktime = realTime; // mark when this occurred
}
}
}
// ////////////////////////////////////////////////////////////////////////
// Receive a message over the current connection. We return true if there
// is a message for the higher level code to process, and false otherwise.
// We should not block here.
bool NETrecvNet(NETQUEUE *queue, uint8_t *type)
{
if (!NetPlay.bComms)
{
return false;
}
if (activeConnProvider)
{
activeConnProvider->processConnectionStateChanges();
}
if (NetPlay.isHost)
{
NETfixPlayerCount();
NETacceptIncomingConnections();
NETallowJoining();
lobbyConnectionHandler.run();
NETcheckPlayers(); // make sure players are still alive & well
}
IConnectionPollGroup* pollGroup = NetPlay.isHost ? server_socket_set : client_socket_set;
if (pollGroup == nullptr || pollGroup->checkConnectionsReadable(NET_READ_TIMEOUT).value_or(0) <= 0)
{
goto checkMessages;
}
uint32_t current;
uint8_t buffer[NET_BUFFER_SIZE];
for (current = 0; current < MAX_CONNECTED_PLAYERS; ++current)
{
IClientConnection** pSocket = NetPlay.isHost ? &connected_bsocket[current] : &bsocket;
if (!NetPlay.isHost && current != NetPlay.hostPlayer)
{
continue; // Don't have a socket open to this player.
}
if (*pSocket == nullptr)
{
continue;
}
size_t dataLen = NET_fillBuffer(pSocket, pollGroup, buffer, sizeof(buffer));
if (dataLen > 0)
{
// we received some data, add to buffer
NETinsertRawData(NETnetQueue(current), buffer, dataLen);
}
else if (*pSocket == nullptr)
{
// If there is a error in NET_fillBuffer() then socket is already invalid.
// This means that the player dropped / disconnected for whatever reason.
debug(LOG_INFO, "Player, (player %u) seems to have dropped/disconnected.", (unsigned)current);
if (NetPlay.isHost)
{
// Send message type specifically for dropped / disconnects
NETplayerDropped(current);
connected_bsocket[current] = nullptr; // clear their socket
}
}
}
checkMessages:
for (current = 0; current < MAX_CONNECTED_PLAYERS; ++current)
{
*queue = NETnetQueue(current);
while (NETisMessageReady(*queue))
{
*type = NETgetMessage(*queue)->type();
if (!NETprocessSystemMessage(*queue, type))
{
return true; // We couldn't process the message, let the caller deal with it..
}
}
}
return false;
}
bool NETrecvGame(NETQUEUE *queue, uint8_t *type)
{
for (unsigned current = 0; current < MAX_GAMEQUEUE_SLOTS; ++current)
{
*queue = NETgameQueue(current);
if (queue->queue == nullptr)
{
continue;
}
while (!checkPlayerGameTime(current)) // Check for any messages that are scheduled to be read now.
{
if (!NETisMessageReady(*queue))
{
return false; // Still waiting for messages from this player, and all players should process messages in the same order. Will have to freeze the game while waiting.
}
NETreplaySaveNetMessage(NETgetMessage(*queue), queue->index);
*type = NETgetMessage(*queue)->type();
if (*type == GAME_GAME_TIME)
{
recvPlayerGameTime(*queue);
NETpop(*queue);
continue;
}
return true; // Have a message ready to read now.
}
}
return false; // No messages sceduled to be read yet. Game can continue.
}
// ////////////////////////////////////////////////////////////////////////
// File Transfer programs.
/** Send file. It returns % of file sent when 100 it's complete. Call until it returns 100.
* @TODO: more error checking (?) different file types (?)
* Maybe should close file handle, and seek each time?
*
* @NOTE: MAX_FILE_TRANSFER_PACKET is set to 4k per packet since 7*4 = 28K which is pretty
* much our limit. Don't screw with that without having a bigger buffer!
* NET_BUFFER_SIZE is at 256k. (also remember text chat, plus all the other cruff)
*/
#define MAX_FILE_TRANSFER_PACKET 4096
int NETsendFile(WZFile &file, unsigned player)
{
ASSERT_OR_RETURN(100, NetPlay.isHost, "Trying to send a file and we are not the host!");
ASSERT_OR_RETURN(100, file.handle() != nullptr, "Null file handle");
uint8_t inBuff[MAX_FILE_TRANSFER_PACKET];
memset(inBuff, 0x0, sizeof(inBuff));
// read some bytes.
PHYSFS_sint64 readBytesResult = WZ_PHYSFS_readBytes(file.handle(), inBuff, MAX_FILE_TRANSFER_PACKET);
if (readBytesResult < 0)
{
ASSERT(readBytesResult >= 0, "Error reading file.");
file.closeFile();
return 100;
}
uint32_t bytesToRead = static_cast<uint32_t>(readBytesResult);
auto w = NETbeginEncode(NETnetQueue(player), NET_FILE_PAYLOAD);
NETbin(w, file.hash.bytes, file.hash.Bytes);
NETuint32_t(w, file.size); // total bytes in this file. (we don't support 64bit yet)
NETuint32_t(w, file.pos); // start byte
NETuint32_t(w, bytesToRead); // bytes in this packet
NETbin(w, inBuff, bytesToRead);
NETend(w);
file.pos += bytesToRead; // update position!
if (file.pos == file.size)
{
file.closeFile(); // We are done sending to this client.
}
return static_cast<int>((uint64_t)file.pos * 100 / file.size);
}
bool validateReceivedFile(const WZFile& file)
{
PHYSFS_file *fileHandle = PHYSFS_openRead(file.filename.c_str());
ASSERT_OR_RETURN(false, fileHandle != nullptr, "Could not open downloaded file %s for reading: %s", file.filename.c_str(), WZ_PHYSFS_getLastError());
PHYSFS_sint64 actualFileSize64 = PHYSFS_fileLength(fileHandle);
if (actualFileSize64 < 0)
{
debug(LOG_ERROR, "Failed to determine file size of the downloaded file!");
PHYSFS_close(fileHandle);
return false;
}
if(actualFileSize64 > std::numeric_limits<int32_t>::max())
{
debug(LOG_ERROR, "Downloaded file is too large!");
PHYSFS_close(fileHandle);
return false;
}
uint32_t actualFileSize = static_cast<uint32_t>(actualFileSize64);
if (actualFileSize != file.size)
{
debug(LOG_ERROR, "Downloaded map unexpected size! Got %" PRIu32", expected %" PRIu32"!", actualFileSize, file.size);
PHYSFS_close(fileHandle);
return false;
}
// verify actual downloaded file hash matches expected hash
Sha256 actualFileHash;
crypto_hash_sha256_state state;
crypto_hash_sha256_init(&state);
size_t bufferSize = std::min<size_t>(actualFileSize, 4 * 1024 * 1024);
std::vector<unsigned char> fileChunkBuffer(bufferSize, '\0');
PHYSFS_sint64 length_read = 0;
do {
length_read = WZ_PHYSFS_readBytes(fileHandle, fileChunkBuffer.data(), static_cast<PHYSFS_uint32>(bufferSize));
if (length_read != bufferSize)
{
if (length_read < 0 || !PHYSFS_eof(fileHandle))
{
// did not read expected amount, but did not reach end of file - some other error reading the file occurred
debug(LOG_ERROR, "Failed to read downloaded file: %s", WZ_PHYSFS_getLastError());
PHYSFS_close(fileHandle);
return false;
}
}
crypto_hash_sha256_update(&state, fileChunkBuffer.data(), static_cast<unsigned long long>(length_read));
} while (length_read == bufferSize);
crypto_hash_sha256_final(&state, actualFileHash.bytes);
fileChunkBuffer.clear();
if (actualFileHash != file.hash)
{
debug(LOG_ERROR, "Downloaded file hash (%s) does not match requested file hash (%s)", actualFileHash.toString().c_str(), file.hash.toString().c_str());
PHYSFS_close(fileHandle);
return false;
}
PHYSFS_close(fileHandle);
return true;
}
bool markAsDownloadedFile(const std::string &filename)
{
// Files are written to the PhysFS writeDir
const char * current_writeDir = PHYSFS_getWriteDir();
ASSERT(current_writeDir != nullptr, "Failed to get PhysFS writeDir: %s", WZ_PHYSFS_getLastError());
std::string fullFilePath = std::string(current_writeDir) + PHYSFS_getDirSeparator() + filename;
#if defined(WZ_OS_WIN)
// On Windows:
// - Create the Alternate Data Stream required to set the Internet Zone identifier
const wchar_t kWindowsZoneIdentifierADSSuffix[] = L":Zone.Identifier";
// Convert fullFilePath to UTF-16 wchar_t
int wstr_len = MultiByteToWideChar(CP_UTF8, 0, fullFilePath.c_str(), -1, NULL, 0);
if (wstr_len <= 0)
{
debug(LOG_ERROR, "Could not convert string from UTF-8; MultiByteToWideChar failed with error %lu: %s\n", GetLastError(), fullFilePath.c_str());
return false;
}
std::vector<wchar_t> wstr_filename(wstr_len, 0);
if (MultiByteToWideChar(CP_UTF8, 0, fullFilePath.c_str(), -1, &wstr_filename[0], wstr_len) == 0)
{
debug(LOG_ERROR, "Could not convert string from UTF-8; MultiByteToWideChar[2] failed with error %lu: %s\n", GetLastError(), fullFilePath.c_str());
return false;
}
std::wstring fullFilePathUTF16(wstr_filename.data());
fullFilePathUTF16 += kWindowsZoneIdentifierADSSuffix;
HANDLE hStream = CreateFileW(fullFilePathUTF16.c_str(), GENERIC_WRITE, FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, NULL, OPEN_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if(hStream == INVALID_HANDLE_VALUE)
{
// Failed to open stream
debug(LOG_ERROR, "Could not open stream; failed with error %lu: %s\n", GetLastError(), fullFilePath.c_str());
return false;
}
// Set it to "downloaded from the Internet Zone" (ZoneId 3)
const char kWindowsZoneIdentifierADSDataInternetZone[] = "[ZoneTransfer]\r\nZoneId=3\r\n";
DWORD dwNumberOfBytesWritten;
if (WriteFile(hStream, kWindowsZoneIdentifierADSDataInternetZone, static_cast<DWORD>(strlen(kWindowsZoneIdentifierADSDataInternetZone)), &dwNumberOfBytesWritten, NULL) == 0)
{
debug(LOG_ERROR, "Failed to write to stream with error %lu: %s\n", GetLastError(), fullFilePath.c_str());
CloseHandle(hStream);
return false;
}
FlushFileBuffers(hStream);
CloseHandle(hStream);
return true;
#elif defined (WZ_OS_MAC)
// On macOS:
// - Set the quarantine attribute on the file
return cocoaSetFileQuarantineAttribute(fullFilePath.c_str());
#else
// Not currently implemented
#endif
return false;
}
// recv file. it returns % of the file so far recvd.
int NETrecvFile(NETQUEUE queue)
{
Sha256 hash;
hash.setZero();
uint32_t size = 0;
uint32_t pos = 0;
uint32_t bytesToRead = 0;
uint8_t buf[MAX_FILE_TRANSFER_PACKET];
memset(buf, 0x0, sizeof(buf));
//read incoming bytes.
auto r = NETbeginDecode(queue, NET_FILE_PAYLOAD);
NETbin(r, hash.bytes, hash.Bytes);
NETuint32_t(r, size); // total bytes in this file. (we don't support 64bit yet)
NETuint32_t(r, pos); // start byte
NETuint32_t(r, bytesToRead); // bytes in this packet
ASSERT_OR_RETURN(100, bytesToRead <= sizeof(buf), "Bad value.");
NETbin(r, buf, bytesToRead);
NETend(r);
debug(LOG_NET, "New file position is %u", pos);
auto file = std::find_if(DownloadingWzFiles.begin(), DownloadingWzFiles.end(), [&](WZFile const &file) { return file.hash == hash; });
auto sendCancelFileDownload = [](Sha256 &hash) {
auto w = NETbeginEncode(NETnetQueue(NetPlay.hostPlayer), NET_FILE_CANCELLED);
NETbin(w, hash.bytes, hash.Bytes);
NETend(w);
};
if (file == DownloadingWzFiles.end())
{
debug(LOG_WARNING, "Receiving file data we didn't request.");
sendCancelFileDownload(hash);
return 100;
}
auto terminateFileDownload = [sendCancelFileDownload](std::vector<WZFile>::iterator &file) {
if (!file->closeFile())
{
debug(LOG_ERROR, "Could not close file handle after trying to terminate download: %s", WZ_PHYSFS_getLastError());
}
PHYSFS_delete(file->filename.c_str());
sendCancelFileDownload(file->hash);
DownloadingWzFiles.erase(file);
};
//sanity checks
if (file->size != size)
{
if (file->size == 0)
{
// host does not send the file size until the first recvFile packet
file->size = size;
}
else
{
// host sent a different file size for this file with this chunk (vs the first chunk)
// this should not happen!
debug(LOG_ERROR, "Host sent a different file size for this file; (original size: %u, new size: %u)", file->size, size);
terminateFileDownload(file); // 'file' is now an invalidated iterator.
return 100;
}
}
if (size > MAX_NET_TRANSFERRABLE_FILE_SIZE)
{
// file size is too large
debug(LOG_ERROR, "Downloaded filesize is too large; (size: %" PRIu32")", size);
terminateFileDownload(file); // 'file' is now an invalidated iterator.
return 100;
}
if (PHYSFS_tell(file->handle()) != static_cast<PHYSFS_sint64>(pos))
{
// actual position in file does not equal the expected position in the file (sent by the host)
debug(LOG_ERROR, "Invalid file position in downloaded file; (desired: %" PRIu32")", pos);
terminateFileDownload(file); // 'file' is now an invalidated iterator.
return 100;
}
// Write packet to the file.
WZ_PHYSFS_writeBytes(file->handle(), buf, bytesToRead);
uint32_t newPos = pos + bytesToRead;
file->pos = newPos;
if (newPos >= size) // last packet
{
if (!file->closeFile())
{
debug(LOG_ERROR, "Could not close file handle after trying to save map: %s", WZ_PHYSFS_getLastError());
}
if(!validateReceivedFile(*file))
{
// Delete the (invalid) downloaded file
PHYSFS_delete(file->filename.c_str());
}
else
{
// Attach Quarantine / "downloaded" file attribute to file
markAsDownloadedFile(file->filename.c_str());
}
DownloadingWzFiles.erase(file);
}
// 'file' may now be an invalidated iterator.
//return the percentage count
if (size)
{
return (newPos * 100) / size;
}
debug(LOG_ERROR, "Received 0 byte file from host?");
return 100; // file is nullbyte, so we are done.
}
unsigned NETgetDownloadProgress(unsigned player)
{
std::vector<WZFile> const *files = player == selectedPlayer ?
&DownloadingWzFiles : // Check our own download progress.
NetPlay.players[player].wzFiles.get(); // Check their download progress (currently only works if we are the host).
ASSERT_OR_RETURN(100, files != nullptr, "Uninitialized wzFiles? (Player %u)", player);
uint32_t progress = 100;
for (WZFile const &file : *files)
{
progress = std::min<uint32_t>(progress, (uint32_t)((uint64_t)file.pos * 100 / (uint64_t)std::max<uint32_t>(file.size, 1)));
}
return static_cast<unsigned>(progress);
}
#define MAX_LOBBY_MOTD_LENGTH (2*1024)
static net::result<ssize_t> readLobbyResponseInternal(IClientConnection& sock, unsigned int timeout, uint32_t& output_lobbyStatusCode, std::string& output_MOTD)
{
uint32_t buffer[2];
ssize_t received = 0;
// Get status and message length
auto readResult = sock.readAll(&buffer, sizeof(buffer), timeout);
if (!readResult.has_value())
{
return readResult;
}
received += readResult.value();
output_lobbyStatusCode = wz_ntohl(buffer[0]);
uint32_t MOTDLength = wz_ntohl(buffer[1]);
// Get status message
if (MOTDLength > MAX_LOBBY_MOTD_LENGTH)
{
return tl::make_unexpected(std::make_error_code(std::errc::bad_message));
}
std::vector<char> tmpMOTDBuffer;
tmpMOTDBuffer.resize(MOTDLength);
readResult = sock.readAll(tmpMOTDBuffer.data(), MOTDLength, timeout);
if (!readResult.has_value())
{
return readResult;
}
received += readResult.value();
// truncate at first null byte in MOTD (or the end)
auto endIt = std::find(tmpMOTDBuffer.begin(), tmpMOTDBuffer.end(), 0);
output_MOTD.assign(tmpMOTDBuffer.begin(), endIt);
return received;
}
static ssize_t readLobbyResponse(IClientConnection& sock, unsigned int timeout)
{
ssize_t received = 0;
uint32_t lobbyStatusCode = 0;
auto readResult = readLobbyResponseInternal(sock, timeout, lobbyStatusCode, NetPlay.MOTD);
if (!readResult.has_value())
{
goto error;
}
received = readResult.value();
switch (lobbyStatusCode)
{
case 200:
debug(LOG_NET, "Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD.c_str());
NetPlay.HaveUpgrade = false;
break;
case 400:
debug(LOG_NET, "**Upgrade available! Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD.c_str());
NetPlay.HaveUpgrade = true;
break;
default:
debug(LOG_ERROR, "Lobby error (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD.c_str());
// ensure if the lobby returns an error, we are prepared to display it (once)
NetPlay.ShowedMOTD = false;
// this is horrible but MOTD can have 0x0a and other junk in it
wz_command_interface_output("WZEVENT: lobbyerror (%u): %s\n", (unsigned int)lobbyStatusCode, base64Encode(std::vector<unsigned char>(NetPlay.MOTD.begin(), NetPlay.MOTD.end())).c_str());
break;
}
return received;
error:
const auto readErrMsg = readResult.error().message();
NetPlay.MOTD = astringf("Error while connecting to the lobby server: %s\nMake sure port %d can receive incoming connections.", readErrMsg.c_str(), gameserver_port);
NetPlay.ShowedMOTD = false;
debug(LOG_ERROR, "%s", NetPlay.MOTD.c_str());
wz_command_interface_output("WZEVENT: lobbysocketerror: %s\n", (!NetPlay.MOTD.empty()) ? base64Encode(std::vector<unsigned char>(NetPlay.MOTD.begin(), NetPlay.MOTD.end())).c_str() : "");
return SOCKET_ERROR;
}
bool readGameStructsList(IClientConnection& sock, unsigned int timeout, const std::function<bool (const GAMESTRUCT& game)>& handleEnumerateGameFunc)
{
unsigned int gamecount = 0;
uint32_t gamesavailable = 0;
const auto readResult = sock.readAll(&gamesavailable, sizeof(gamesavailable), NET_TIMEOUT_DELAY);
if (readResult.has_value())
{
gamesavailable = wz_ntohl(gamesavailable);
}
else
{
if (readResult.error() == std::errc::timed_out || readResult.error() == std::errc::connection_reset)
{
debug(LOG_NET, "Server didn't respond (timeout)");
}
else
{
const auto readErrMsg = readResult.error().message();
debug(LOG_NET, "Server socket encountered error: %s", readErrMsg.c_str());
}
return false;
}
debug(LOG_NET, "receiving info on %u game(s)", (unsigned int)gamesavailable);
while (gamecount < gamesavailable)
{
// Attempt to receive a game description structure
GAMESTRUCT tmpGame;
memset(&tmpGame, 0x00, sizeof(tmpGame));
if (!NETrecvGAMESTRUCT(sock, &tmpGame))
{
debug(LOG_NET, "only %u game(s) received", (unsigned int)gamecount);
return false;
}
if (tmpGame.desc.host[0] == '\0')
{
memset(tmpGame.desc.host, 0, sizeof(tmpGame.desc.host));
const auto textAddr = sock.textAddress();
strncpy(tmpGame.desc.host, textAddr.data(), sizeof(tmpGame.desc.host) - 1);
}
if (tmpGame.desc.dwSize != 0)
{
if (!handleEnumerateGameFunc(tmpGame))
{
// stop enumerating
break;
}
}
++gamecount;
}
return true;
}
template <typename T>
static net::result<void> ignoreExpectedResultValue(const net::result<T>& res)
{
return res.has_value() ? net::result<void>{} : tl::make_unexpected(res.error());
}
std::shared_ptr<WzConnectionProvider> NET_getLobbyConnectionProvider()
{
// The only supported backend type for talking with lobby server at the moment.
constexpr auto PROVIDER_TYPE = ConnectionProviderType::TCP_DIRECT;
auto& cpr = ConnectionProviderRegistry::Instance();
if (!cpr.IsRegistered(PROVIDER_TYPE))
{
cpr.Register(PROVIDER_TYPE);
}
auto connProvider = cpr.Get(ConnectionProviderType::TCP_DIRECT);
ASSERT_OR_RETURN(nullptr, connProvider != nullptr, "Null connectionProvider");
connProvider->initialize();
PendingWritesManagerMap::instance().get(*connProvider).initialize(*connProvider);
return connProvider;
}
void LobbyServerConnectionHandler::ensureInitialized()
{
connProvider = NET_getLobbyConnectionProvider();
}
bool LobbyServerConnectionHandler::connect()
{
if (server_not_there)
{
return false;
}
if (lobby_disabled)
{
debug(LOG_ERROR, "Multiplayer lobby support unavailable. Please update your client.");
wz_command_interface_output("WZEVENT: lobbyerror: Client support disabled / unavailable\n");
gamestruct.gameId = 0;
server_not_there = true;
return true; // return true once, so that NETallowJoining processes the "first time connect" branch
}
if (currentState == LobbyConnectionState::Connecting_WaitingForResponse || currentState == LobbyConnectionState::Connected)
{
return false; // already connecting or connected
}
ensureInitialized();
bool bProcessingConnectOrDisconnectThisCall = true;
uint32_t gameId = 0;
const auto hostsResult = connProvider->resolveHost(masterserver_name, masterserver_port);
if (!hostsResult.has_value())
{
const auto hostsErrMsg = hostsResult.error().message();
debug(LOG_ERROR, "Cannot resolve masterserver \"%s\": %s", masterserver_name, hostsErrMsg.c_str());
NetPlay.MOTD = astringf(_("Could not resolve masterserver name (%s)!"), masterserver_name);
wz_command_interface_output("WZEVENT: lobbyerror (%u): Cannot resolve lobby server: %s\n", 0, hostsErrMsg.c_str());
server_not_there = true;
return bProcessingConnectOrDisconnectThisCall;
}
const auto& hosts = hostsResult.value();
// Close an existing socket.
if (rs_socket != nullptr)
{
rs_socket->close();
rs_socket = nullptr;
}
// try each address from resolveHost until we successfully connect.
auto sockResult = connProvider->openClientConnectionAny(*hosts, 1500);
rs_socket = sockResult.value_or(nullptr);
// No address succeeded.
if (rs_socket == nullptr)
{
const auto errMsg = sockResult.error().message();
debug(LOG_ERROR, "Cannot connect to masterserver \"%s:%d\": %s", masterserver_name, masterserver_port, errMsg.c_str());
NetPlay.MOTD = astringf(_("Error connecting to the lobby server: %s.\nMake sure port %d can receive incoming connections.\nIf you're using a router configure it to enable UPnP/NAT-PMP/PCP\n or to forward the port to your system."),
errMsg.c_str(), masterserver_port);
server_not_there = true;
return bProcessingConnectOrDisconnectThisCall;
}
// Get a game ID
auto gameIdResult = rs_socket->writeAll("gaId", sizeof("gaId"), nullptr);
if (gameIdResult.has_value())
{
gameIdResult = rs_socket->readAll(&gameId, sizeof(gameId), 10000);
}
if (!gameIdResult.has_value())
{
const auto gameIdErrMsg = gameIdResult.error().message();
NetPlay.MOTD = astringf("Failed to retrieve a game ID: %s", gameIdErrMsg.c_str());
debug(LOG_ERROR, "%s", NetPlay.MOTD.c_str());
// The socket has been invalidated, so get rid of it. (using them now may cause SIGPIPE).
disconnect();
return bProcessingConnectOrDisconnectThisCall;
}
gamestruct.gameId = wz_ntohl(gameId);
debug(LOG_NET, "Using game ID: %u", (unsigned int)gamestruct.gameId);
wz_command_interface_output("WZEVENT: lobbyid: %" PRIu32 "\n", gamestruct.gameId);
// Register our game with the server
const auto writeAddGameRes = rs_socket->writeAll("addg", sizeof("addg"), nullptr);
auto sendGamestructRes = ignoreExpectedResultValue(writeAddGameRes);
if (sendGamestructRes.has_value())
{
// and now send what the server wants
sendGamestructRes = NETsendGAMESTRUCT(rs_socket, &gamestruct);
}
if (!sendGamestructRes.has_value())
{
const auto sendGameErrMsg = sendGamestructRes.error().message();
debug(LOG_ERROR, "Failed to register game with server: %s", sendGameErrMsg.c_str());
disconnect();
return bProcessingConnectOrDisconnectThisCall;
}
lastServerUpdate = realTime;
queuedServerUpdate = false;
lastConnectionTime = realTime;
waitingForConnectionFinalize = connProvider->newConnectionPollGroup();
waitingForConnectionFinalize->add(rs_socket);
currentState = LobbyConnectionState::Connecting_WaitingForResponse;
return bProcessingConnectOrDisconnectThisCall;
}
bool LobbyServerConnectionHandler::disconnect()
{
if (currentState == LobbyConnectionState::Disconnected)
{
return false; // already disconnected
}
if (rs_socket != nullptr)
{
// we don't need this anymore, so clean up
rs_socket->close();
rs_socket = nullptr;
server_not_there = true;
}
if (waitingForConnectionFinalize != nullptr)
{
delete waitingForConnectionFinalize;
waitingForConnectionFinalize = nullptr;
}
connProvider = nullptr;
queuedServerUpdate = false;
ActivityManager::instance().hostGameLobbyServerDisconnect();
wz_command_interface_output_str("WZEVENT: lobbyerror: Disconnected\n");
currentState = LobbyConnectionState::Disconnected;
return true;
}
void LobbyServerConnectionHandler::sendUpdate()
{
if (lobby_disabled || server_not_there)
{
if (currentState != LobbyConnectionState::Disconnected)
{
disconnect();
}
return;
}
if (canSendServerUpdateNow())
{
sendUpdateNow();
}
else
{
// queue future update
debug(LOG_NET, "Queueing server update");
queuedServerUpdate = true;
}
}
void LobbyServerConnectionHandler::sendUpdateNow()
{
ASSERT_OR_RETURN(, rs_socket != nullptr, "Null socket");
if (lobby_disabled)
{
if (currentState != LobbyConnectionState::Disconnected)
{
disconnect();
}
return;
}
if (!NETsendGAMESTRUCT(rs_socket, &gamestruct).has_value())
{
disconnect();
}
lastServerUpdate = realTime;
queuedServerUpdate = false;
// newer lobby server will return a lobby response / status after each update call
if (rs_socket && readLobbyResponse(*rs_socket, NET_TIMEOUT_DELAY) == SOCKET_ERROR)
{
disconnect();
}
}
void LobbyServerConnectionHandler::sendKeepAlive()
{
ASSERT_OR_RETURN(, rs_socket != nullptr, "Null socket");
if (!rs_socket->writeAll("keep", sizeof("keep"), nullptr).has_value())
{
// The socket has been invalidated, so get rid of it. (using them now may cause SIGPIPE).
disconnect();
}
lastServerUpdate = realTime;
}
void LobbyServerConnectionHandler::run()
{
switch (currentState)
{
case LobbyConnectionState::Disconnected:
return;
break;
case LobbyConnectionState::Connecting_WaitingForResponse:
{
// check if response has been received
ASSERT_OR_RETURN(, waitingForConnectionFinalize != nullptr, "Null socket set");
ASSERT_OR_RETURN(, rs_socket != nullptr, "Null socket");
bool exceededTimeout = (realTime - lastConnectionTime >= 10000);
// We use readLobbyResponse to display error messages and handle state changes if there's no response
// So if exceededTimeout, just call it with a low timeout
auto checkSocketRet = waitingForConnectionFinalize->checkConnectionsReadable(NET_READ_TIMEOUT);
if (!checkSocketRet.has_value())
{
const auto msg = checkSocketRet.error().message();
debug(LOG_ERROR, "Lost connection to lobby server: %s", msg.c_str());
disconnect();
break;
}
if (exceededTimeout || (checkSocketRet.value() > 0 && rs_socket->readReady()))
{
if (readLobbyResponse(*rs_socket, NET_TIMEOUT_DELAY) == SOCKET_ERROR)
{
disconnect();
break;
}
delete waitingForConnectionFinalize;
waitingForConnectionFinalize = nullptr;
currentState = LobbyConnectionState::Connected;
}
break;
}
case LobbyConnectionState::Connected:
{
// handle sending keep alive or queued updates
if (!queuedServerUpdate)
{
if (allow_joining && shouldSendServerKeepAliveNow())
{
// ensure that the lobby server knows we're still alive by sending a no-op "keep-alive"
sendKeepAlive();
}
break;
}
if (!canSendServerUpdateNow())
{
break;
}
queuedServerUpdate = false;
sendUpdateNow();
break;
}
}
}
bool NETregisterServer(int state)
{
switch (state)
{
case WZ_SERVER_UPDATE:
lobbyConnectionHandler.sendUpdate();
break;
case WZ_SERVER_CONNECT:
return lobbyConnectionHandler.connect();
break;
case WZ_SERVER_DISCONNECT:
return lobbyConnectionHandler.disconnect();
break;
}
return false;
}
// ////////////////////////////////////////////////////////////////////////
// Check player "slots" & update player count if needed.
void NETfixPlayerCount()
{
ASSERT_HOST_ONLY(return);
if (!allow_joining)
{
return;
}
int maxPlayers = game.maxPlayers;
unsigned playercount = 0;
for (int index = 0; index < game.maxPlayers; ++index)
{
if (NetPlay.players[index].ai == AI_CLOSED)
{
--maxPlayers;
}
else if (NetPlay.players[index].isSpectator)
{
--maxPlayers;
}
else if (NetPlay.players[index].ai != AI_OPEN || NetPlay.players[index].allocated)
{
++playercount;
}
}
SpectatorInfo latestSpecInfo = SpectatorInfo::currentNetPlayState();
if (NetPlay.playercount != playercount || gamestruct.desc.dwMaxPlayers != maxPlayers || SpectatorInfo::fromUint32(gamestruct.desc.dwUserFlags[1]) != latestSpecInfo)
{
debug(LOG_NET, "Updating player count from %d/%d to %d/%d", (int)NetPlay.playercount, gamestruct.desc.dwMaxPlayers, playercount, maxPlayers);
gamestruct.desc.dwCurrentPlayers = NetPlay.playercount = playercount;
gamestruct.desc.dwMaxPlayers = maxPlayers;
gamestruct.desc.dwUserFlags[1] = latestSpecInfo.toUint32();
NETregisterServer(WZ_SERVER_UPDATE);
}
}
void NETsetLobbyConfigFlagsFields(uint8_t alliancesType, uint8_t techLevel, uint8_t powerLevel, uint8_t basesLevel)
{
gamestruct.desc.alliances = alliancesType;
gamestruct.desc.techLevel = techLevel;
gamestruct.desc.powerLevel = powerLevel;
gamestruct.desc.basesLevel = basesLevel;
}
static void NETaddSessionBanBadIP(const std::string& badIP)
{
if (isLoopbackIP(badIP.c_str()))
{
return;
}
auto now = std::chrono::steady_clock::now();
auto *pBadIpInfo = tmp_badIPs.tryGetPt(badIP);
if (pBadIpInfo != nullptr)
{
if (now < pBadIpInfo->expiry)
{
if (pBadIpInfo->attempts < std::numeric_limits<size_t>::max())
{
pBadIpInfo->attempts++;
}
}
else
{
pBadIpInfo->attempts = 1;
}
pBadIpInfo->expiry = now + std::chrono::minutes(30);
if (pBadIpInfo->attempts == 100)
{
// add to permanent ban list
addIPToBanList(badIP.c_str(), "BAD_USER");
}
}
else
{
tmp_badIPs.insert(badIP, TmpBadIPInfo{now + std::chrono::minutes(30), 1});
}
}
static bool quickRejectConnection(const std::string& ip)
{
if (isLoopbackIP(ip.c_str()))
{
return false;
}
auto it = tmp_pendingIPs.find(ip);
if (it != tmp_pendingIPs.end())
{
if (it->second > 1)
{
return true;
}
}
auto *pBadIpInfo = tmp_badIPs.tryGetPt(ip);
if (pBadIpInfo != nullptr)
{
if (std::chrono::steady_clock::now() < pBadIpInfo->expiry)
{
NETaddSessionBanBadIP(ip);
return true;
}
else
{
// clean up expired bad entry
tmp_badIPs.remove(ip);
pBadIpInfo = nullptr;
}
}
return false;
}
static void NEThostPromoteTempSocketToPermanentPlayerConnection(unsigned int tempSocketIdx, uint8_t index)
{
std::string rIP = tmp_socket[tempSocketIdx]->textAddress();
debug(LOG_NET, "freeing temp socket %p (%d), creating permanent socket.", static_cast<void *>(tmp_socket[tempSocketIdx]), __LINE__);
tmp_socket_set->remove(tmp_socket[tempSocketIdx]);
connected_bsocket[index] = tmp_socket[tempSocketIdx];
tmp_socket[tempSocketIdx] = nullptr;
NET_waitingForIndexChangeAckSince[index] = nullopt;
server_socket_set->add(connected_bsocket[index]);
NETmoveQueue(NETnetTmpQueue(tempSocketIdx), NETnetQueue(index));
// Copy player's IP address
sstrcpy(NetPlay.players[index].IPtextAddress, rIP.c_str());
// Decrement pending IP counter
auto it = tmp_pendingIPs.find(rIP);
if (it != tmp_pendingIPs.end())
{
if (it->second > 1)
{
it->second--;
}
else
{
tmp_pendingIPs.erase(it);
}
}
}
static void NETrejectTempSocketClient(unsigned int i, uint8_t rejectedReason, bool sessionBan = false)
{
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejectedReason);
NETstring(w, "", 0);
NETend(w);
NETflush();
if (sessionBan)
{
NETaddSessionBanBadIP(tmp_connectState[i].ip);
}
NETcloseTempSocket(i);
sync_counter.cantjoin++;
}
// ////////////////////////////////////////////////////////////////////////
// Host a game with a given name and player name. & 4 user game flags
static void NETallowJoining()
{
ASSERT_HOST_ONLY(return);
unsigned int i;
int32_t result;
bool connectFailed = true;
uint32_t major, minor;
if (allow_joining == false)
{
return;
}
bool bFirstTimeConnect = NETregisterServer(WZ_SERVER_CONNECT);
if (bFirstTimeConnect)
{
ActivityManager::instance().updateMultiplayGameData(game, ingame, NETGameIsLocked());
ActivitySink::ListeningInterfaces listeningInterfaces;
if (server_listen_socket != nullptr)
{
const auto supportedProtocols = server_listen_socket->supportedIpVersions();
listeningInterfaces.IPv4 = supportedProtocols & static_cast<IListenSocket::IPVersionsMask>(IListenSocket::IPVersions::IPV4);
if (listeningInterfaces.IPv4)
{
listeningInterfaces.ipv4_port = NETgetGameserverPort();
}
listeningInterfaces.IPv6 = supportedProtocols & static_cast<IListenSocket::IPVersionsMask>(IListenSocket::IPVersions::IPV6);
if (listeningInterfaces.IPv6)
{
listeningInterfaces.ipv6_port = NETgetGameserverPort();
}
}
if (gamestruct.desc.host[0] != '\0')
{
listeningInterfaces.knownExternalAddresses = {{gamestruct.desc.host, gamestruct.hostPort, ActivitySink::ListeningInterfaces::IPType::IPv4}};
}
ActivityManager::instance().hostGame(gamestruct.name, NetPlay.players[NetPlay.hostPlayer].name, NETgetMasterserverName(), NETgetMasterserverPort(), listeningInterfaces, gamestruct.gameId);
}
// This is here since we need to get the status, before we can show the info.
// FIXME: find better location to stick this?
if ((!NetPlay.ShowedMOTD) && (!NetPlay.MOTD.empty()))
{
ShowMOTD();
NetPlay.MOTD.clear();
NetPlay.ShowedMOTD = true;
}
ASSERT(tmp_socket_set != nullptr, "Null tmp_socket_set");
if (tmp_socket_set->checkConnectionsReadable(NET_READ_TIMEOUT).value_or(0) > 0)
{
for (i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if (tmp_socket[i] == nullptr)
{
continue;
}
if (!tmp_socket[i]->readReady())
{
continue;
}
if (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::PendingInitialConnect)
{
char *p_buffer = tmp_connectState[i].buffer;
const auto sizeReadResult = tmp_socket[i]->readNoInt(p_buffer + tmp_connectState[i].usedBuffer, 8 - tmp_connectState[i].usedBuffer, nullptr);
if (sizeReadResult.has_value())
{
tmp_connectState[i].usedBuffer += sizeReadResult.value();
}
// A 2.3.7 client sends a "list" command first, just drop the connection.
if (tmp_connectState[i].usedBuffer >= 5 && (strcmp(tmp_connectState[i].buffer, "list") == 0))
{
debug(LOG_INFO, "An old client tried to connect, closing the socket.");
NETlogEntry("Dropping old client.", SYNC_FLAG, i);
NETlogEntry("Invalid (old)game version", SYNC_FLAG, i);
NETaddSessionBanBadIP(tmp_connectState[i].ip);
connectFailed = true;
}
else if (tmp_connectState[i].usedBuffer >= 8)
{
// New clients send NETCODE_VERSION_MAJOR and NETCODE_VERSION_MINOR
// Check these numbers with our own.
memcpy(&major, p_buffer, sizeof(uint32_t));
major = wz_ntohl(major);
p_buffer += sizeof(int32_t);
memcpy(&minor, p_buffer, sizeof(uint32_t));
minor = wz_ntohl(minor);
if (major == 0 && minor == 0)
{
// special case for lobby server "alive" check
// expects a special response that includes the gameId
const char ResponseStart[] = "WZLR";
char buf[(sizeof(char) * 4) + sizeof(uint32_t) + sizeof(uint32_t)] = { 0 };
char *pLobbyRespBuffer = buf;
auto push32 = [&pLobbyRespBuffer](uint32_t value) {
uint32_t swapped = wz_htonl(value);
memcpy(pLobbyRespBuffer, &swapped, sizeof(swapped));
pLobbyRespBuffer += sizeof(swapped);
};
// Copy response prefix chars ("WZLR")
memcpy(pLobbyRespBuffer, ResponseStart, sizeof(char) * strlen(ResponseStart));
pLobbyRespBuffer += sizeof(char) * strlen(ResponseStart);
// Copy version of response
const uint32_t response_version = 1;
push32(response_version);
// Copy gameId (as 32bit large big endian number)
push32(gamestruct.gameId);
const auto writeResult = tmp_socket[i]->writeAll(buf, sizeof(buf), nullptr);
if (!writeResult.has_value())
{
debug(LOG_NET, "writeAll to tmpSocket[%u] failed with error?: %d", i, writeResult.error().value());
}
connectFailed = true;
}
else if (NETisCorrectVersion(major, minor))
{
result = wz_htonl(ERROR_NOERROR);
memcpy(&tmp_connectState[i].buffer, &result, sizeof(result));
const auto writeResult = tmp_socket[i]->writeAll(&tmp_connectState[i].buffer, sizeof(result), nullptr);
if (!writeResult.has_value())
{
debug(LOG_NET, "writeAll to tmpSocket[%u] failed with error?: %d", i, writeResult.error().value());
}
tmp_socket[i]->enableCompression();
// Connection is successful.
connectFailed = false;
// Give client a challenge to solve before connecting
tmp_connectState[i].connectChallenge.resize(NETgetJoinConnectionNETPINGChallengeFromHostSize());
genSecRandomBytes(tmp_connectState[i].connectChallenge.data(), tmp_connectState[i].connectChallenge.size());
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_PING);
NETbytes(w, tmp_connectState[i].connectChallenge);
// Send the server's public identity
// - As long as host is a spectator host, or this is a regular (non-blind) game, this is always the host's actual public identity
// - If host is a player-host *and* this is a blind game, it's the blind identity
EcKey::Key serverPublicKey = getLocalSharedIdentity().toBytes(EcKey::Public);
NETbytes(w, serverPublicKey);
NETend(w);
}
else
{
debug(LOG_INFO, "Received an invalid version \"%" PRIu32 ".%" PRIu32 "\".", major, minor);
result = wz_htonl(ERROR_WRONGVERSION);
memcpy(&tmp_connectState[i].buffer, &result, sizeof(result));
const auto writeResult = tmp_socket[i]->writeAll(&tmp_connectState[i].buffer, sizeof(result), nullptr);
if (!writeResult.has_value())
{
debug(LOG_NET, "writeAll to tmpSocket[%u] failed with error?: %d", i, writeResult.error().value());
}
NETlogEntry("Invalid game version", SYNC_FLAG, i);
NETaddSessionBanBadIP(tmp_connectState[i].ip);
connectFailed = true;
}
if ((!connectFailed) && (!NET_HasAnyOpenSlots()))
{
// early player count test, in case they happen to get in before updates.
// Tell the player that we are completely full.
uint8_t rejected = ERROR_FULL;
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejected);
NETend(w);
NETflush();
connectFailed = true;
}
}
else
{
// Continue to wait (until timeout) for the full initial connect message
continue;
}
// Remove a failed connection.
if (connectFailed)
{
debug(LOG_NET, "freeing temp socket %p (%d)", static_cast<void *>(tmp_socket[i]), __LINE__);
NETcloseTempSocket(i);
}
else
{
// on initial connect success...
tmp_connectState[i].connectState = TmpSocketInfo::TmpConnectState::PendingJoinRequest;
tmp_connectState[i].connectTime = std::chrono::steady_clock::now(); // reset connect time
}
continue;
}
else if (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::PendingJoinRequest)
{
uint8_t buffer[MaxMsgSize];
const auto readResult = tmp_socket[i]->readNoInt(buffer, sizeof(buffer), nullptr);
uint8_t rejected = 0;
if (!readResult.has_value())
{
// disconnect or programmer error
if (readResult.error() == std::errc::timed_out || readResult.error() == std::errc::connection_reset)
{
debug(LOG_NET, "Client socket disconnected.");
}
else
{
const auto readErrMsg = readResult.error().message();
debug(LOG_NET, "Client socket encountered error: %s", readErrMsg.c_str());
}
NETlogEntry("Client socket disconnected (allowJoining)", SYNC_FLAG, i);
debug(LOG_NET, "freeing temp socket %p (%d)", static_cast<void *>(tmp_socket[i]), __LINE__);
NETcloseTempSocket(i);
continue;
}
const auto size = readResult.value();
NETinsertRawData(NETnetTmpQueue(i), buffer, static_cast<size_t>(size));
if (!NETisMessageReady(NETnetTmpQueue(i)))
{
// need to wait for a full and complete join message
// sanity check
if (NETincompleteMessageDataBuffered(NETnetTmpQueue(i)) > (MaxMsgSize * 8)) // something definitely big enough to encompass the expected message(s) at this point
{
// client is sending data that doesn't appear to be a properly formatted message - cut it off
NETpop(NETnetTmpQueue(i));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
}
continue;
}
if (NETgetMessage(NETnetTmpQueue(i))->type() == NET_JOIN)
{
char name[StringSize] = { '\0' };
char ModList[modlist_string_size] = { '\0' };
char GamePassword[password_string_size] = { '\0' };
uint8_t playerType = 0;
EcKey::Key pkey;
EcKey identity;
std::vector<uint8_t> encryptedChallengeResponse;
auto r = NETbeginDecode(NETnetTmpQueue(i), NET_JOIN);
{
NETstring(r, name, sizeof(name));
NETstring(r, ModList, sizeof(ModList));
NETstring(r, GamePassword, sizeof(GamePassword));
NETuint8_t(r, playerType);
NETbytes(r, pkey);
NETbytes(r, encryptedChallengeResponse);
}
NETend(r);
NETpop(NETnetTmpQueue(i));
// Determine if it's a valid public identity
if (!identity.fromBytes(pkey, EcKey::Public))
{
// Invalid public identity provided - just reject
auto rejectMsg = astringf("**Rejecting player(%s), invalid player identity.", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", rejectMsg.c_str());
debug(LOG_NET, "freeing temp socket %p, invalid player identity", static_cast<void *>(tmp_socket[i]));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
continue;
}
// Do an initial pass of blacklist checks (even though we haven't verified the identity yet)
auto connectPermissions = netPermissionsCheck_Connect(identity);
if ((connectPermissions.has_value() && connectPermissions.value() == ConnectPermissions::Blocked)
|| (!connectPermissions.has_value() && onBanList(tmp_connectState[i].ip.c_str())))
{
char buf[256] = {'\0'};
ssprintf(buf, "** A player that you have kicked tried to rejoin the game, and was rejected. IP: %s", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, i);
NETrejectTempSocketClient(i, ERROR_KICKED, false);
continue;
}
// Save join info in the tmp_connectState
sstrcpy(tmp_connectState[i].receivedJoinInfo.name, name);
tmp_connectState[i].receivedJoinInfo.playerType = playerType;
tmp_connectState[i].receivedJoinInfo.identity = identity;
auto& joinRequestInfo = tmp_connectState[i].receivedJoinInfo;
// Construct the auth session keys
try {
tmp_connectState[i].receivedJoinInfo.connectionAuthSessionKeys = std::make_unique<SessionKeys>(getLocalSharedIdentity(), 0, identity, 1);
}
catch (const std::invalid_argument& e) {
auto rejectMsg = astringf("**Rejecting player(%s), failed to establish session keys, error: %s", tmp_connectState[i].ip.c_str(), e.what());
debug(LOG_INFO, "%s", rejectMsg.c_str());
debug(LOG_NET, "freeing temp socket %p, couldn't establish session keys", static_cast<void *>(tmp_socket[i]));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, false);
continue;
}
// Decrypt the encryptedChallengeResponse
std::vector<uint8_t> decryptedMessageRawData;
if (!tmp_connectState[i].receivedJoinInfo.connectionAuthSessionKeys->decryptMessageFromOther(&(encryptedChallengeResponse[0]), encryptedChallengeResponse.size(), decryptedMessageRawData))
{
auto rejectMsg = astringf("**Rejecting player(%s), failed to decrypt player auth data", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", rejectMsg.c_str());
debug(LOG_NET, "freeing temp socket %p, couldn't verify player identity", static_cast<void *>(tmp_socket[i]));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
continue;
}
NetMessageBuilder tmpMessageBuilder(NET_JOIN, decryptedMessageRawData.size()); // dummy message for parsing
tmpMessageBuilder.append(decryptedMessageRawData.data(), decryptedMessageRawData.size());
NETinsertMessageFromNet(NETnetTmpQueue(i), tmpMessageBuilder.build()); // insert virtual message into temp queue for parsing
// Parse the decrypted response
EcKey::Sig challengeResponse;
std::vector<uint8_t> connectionDescriptionSerializedBytes;
std::vector<uint8_t> challengeForHost(NETgetJoinConnectionNETPINGChallengeFromClientSize(), 0);
auto r2 = NETbeginDecode(NETnetTmpQueue(i), NET_JOIN);
{
NETbytes(r2, challengeResponse);
NETbytes(r2, connectionDescriptionSerializedBytes);
NETbytes(r2, challengeForHost);
}
NETend(r2);
NETpop(NETnetTmpQueue(i));
// Verify signature that player is joining with - reject on failure
if (!identity.verify(challengeResponse, tmp_connectState[i].connectChallenge.data(), tmp_connectState[i].connectChallenge.size()))
{
auto rejectMsg = astringf("**Rejecting player(%s), failed to verify player identity.", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", rejectMsg.c_str());
debug(LOG_NET, "freeing temp socket %p, couldn't verify player identity", static_cast<void *>(tmp_socket[i]));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
continue;
}
// Verify that the challengeForHost is expected length
if (!challengeForHost.empty() && challengeForHost.size() != NETgetJoinConnectionNETPINGChallengeFromClientSize())
{
auto rejectMsg = astringf("**Rejecting player(%s), invalid host challenge length.", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", rejectMsg.c_str());
debug(LOG_NET, "freeing temp socket %p, invalid host challenge length", static_cast<void *>(tmp_socket[i]));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
continue;
}
tmp_connectState[i].receivedJoinInfo.challengeForHost = std::move(challengeForHost);
challengeForHost.clear();
// Additional rejection checks
if (joinRequestInfo.playerType != NET_JOIN_SPECTATOR && !bAsyncJoinApprovalEnabled && playerManagementRecord.hostMovedPlayerToSpectators(tmp_connectState[i].ip))
{
// The host previously relegated a player from this IP address to Spectators (this game), and it seems they are trying to rejoin as a Player - deny this
char buf[256] = {'\0'};
ssprintf(buf, "** A player that you moved to Spectators tried to rejoin the game (as a Player), and was rejected. IP: %s", tmp_connectState[i].ip.c_str());
debug(LOG_INFO, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, i);
// Player has been kicked before, kick again.
rejected = (uint8_t)ERROR_KICKED;
}
else if (NetPlay.GamePassworded && strcmp(NetPlay.gamePassword, GamePassword) != 0)
{
// Wrong password. Reject.
rejected = (uint8_t)ERROR_WRONGPASSWORD;
}
else if ((int)NetPlay.playercount > gamestruct.desc.dwMaxPlayers)
{
// Game full. Reject.
rejected = (uint8_t)ERROR_FULL;
}
if (rejected)
{
char buf[256] = {'\0'};
ssprintf(buf, "**Rejecting player(%s), reason (%u).", tmp_connectState[i].ip.c_str(), (unsigned int) rejected);
debug(LOG_INFO, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, i);
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejected);
NETstring(w, "", 0);
NETend(w);
NETflush();
NETcloseTempSocket(i);
sync_counter.cantjoin++;
continue;
}
// on passing all built-in checks for connect...
if (bAsyncJoinApprovalEnabled)
{
tmp_connectState[i].connectState = TmpSocketInfo::TmpConnectState::PendingAsyncApproval;
// use the connectChallenge as a unique, random join ID
tmp_connectState[i].uniqueJoinID = base64Encode(tmp_connectState[i].connectChallenge);
std::string joinerPublicKeyB64 = base64Encode(joinRequestInfo.identity.toBytes(EcKey::Public));
std::string joinerIdentityHash = joinRequestInfo.identity.publicHashString();
std::string joinerName = joinRequestInfo.name;
std::string joinerNameB64 = base64Encode(std::vector<unsigned char>(joinerName.begin(), joinerName.end()));
wz_command_interface_output("WZEVENT: join approval needed: %s %s %s %s %s %s\n", tmp_connectState[i].uniqueJoinID.c_str(), tmp_connectState[i].ip.c_str(), joinerIdentityHash.c_str(), joinerPublicKeyB64.c_str(), joinerNameB64.c_str(), (joinRequestInfo.playerType == NET_JOIN_SPECTATOR) ? "spec" : "play");
}
else
{
// if async join approval is not enabled, go directly to pending success
tmp_connectState[i].connectState = TmpSocketInfo::TmpConnectState::ProcessJoin;
}
tmp_connectState[i].connectTime = std::chrono::steady_clock::now(); // reset connect time
}
else
{
// unexpected message type at this time
// reject the bad client
NETpop(NETnetTmpQueue(i));
NETrejectTempSocketClient(i, ERROR_WRONGDATA, true);
}
continue;
}
}
}
auto currentSteadTime = std::chrono::steady_clock::now();
for (i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if (tmp_socket[i] == nullptr)
{
continue;
}
if (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::PendingAsyncApproval)
{
// check if async approval result has been set
if (tmp_connectState[i].asyncJoinApprovalResult.has_value())
{
if (tmp_connectState[i].asyncJoinApprovalResult.value() != AsyncJoinApprovalAction::Reject)
{
// async join approved - process the join
tmp_connectState[i].connectState = TmpSocketInfo::TmpConnectState::ProcessJoin;
tmp_connectState[i].connectTime = std::chrono::steady_clock::now(); // reset connect time
if (tmp_connectState[i].asyncJoinApprovalResult.value() == AsyncJoinApprovalAction::ApproveSpectators)
{
// change the player join request to spectators
tmp_connectState[i].receivedJoinInfo.playerType = NET_JOIN_SPECTATOR;
// enforce spectator state for this player
playerManagementRecord.movedPlayerToSpectators(tmp_connectState[i].ip, tmp_connectState[i].receivedJoinInfo.identity.toBytes(EcKey::Privacy::Public), true);
}
else if (tmp_connectState[i].asyncJoinApprovalResult.value() == AsyncJoinApprovalAction::Approve)
{
// clear any enforced spectator state for this player
playerManagementRecord.movedSpectatorToPlayers(tmp_connectState[i].ip, tmp_connectState[i].receivedJoinInfo.identity.toBytes(EcKey::Privacy::Public), true);
}
// deliberately fall-through to the TmpSocketInfo::TmpConnectState::ProcessJoin condition further below
}
else
{
// async join rejected
uint8_t rejected = static_cast<uint8_t>(tmp_connectState[i].asyncJoinRejectCode);
char buf[256] = {'\0'};
ssprintf(buf, "**Rejecting player(%s), due to async approval rejection, reason (%u).", tmp_connectState[i].ip.c_str(), static_cast<unsigned int>(rejected));
debug(LOG_INFO, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, i);
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejected);
uint16_t maxrejectlen = std::min<uint16_t>(MAX_JOIN_REJECT_REASON, tmp_connectState[i].asyncJoinRejectCustomMessage.size() + 1);
NETstring(w, tmp_connectState[i].asyncJoinRejectCustomMessage.c_str(), maxrejectlen);
if (rejected == ERROR_REDIRECT)
{
// construct + send encrypted client challenge response
const TmpSocketInfo::ReceivedJoinInfo& joinRequestInfo = tmp_connectState[i].receivedJoinInfo;
std::vector<uint8_t> encryptedHostChallengeResponse;
if (!joinRequestInfo.challengeForHost.empty())
{
EcKey::Sig hostChallengeResponse = getLocalSharedIdentity().sign(joinRequestInfo.challengeForHost.data(), joinRequestInfo.challengeForHost.size());
encryptedHostChallengeResponse = joinRequestInfo.connectionAuthSessionKeys->encryptMessageForOther(&hostChallengeResponse[0], hostChallengeResponse.size());
if (encryptedHostChallengeResponse.empty())
{
debug(LOG_INFO, "Failed to encrypt response?");
}
}
NETbytes(w, encryptedHostChallengeResponse);
}
NETend(w);
NETflush();
auto tmpQueue = NETnetTmpQueue(i);
if (NETisMessageReady(tmpQueue))
{
NETpop(tmpQueue);
}
NETcloseTempSocket(i);
sync_counter.cantjoin++;
continue; // continue to next tmp_socket
}
}
else
{
// if no async approval, do a timeout check
std::chrono::milliseconds::rep timeout = 8000; // although the client no longer blocks on join, a response should still be relatively prompt (the client has its own timeout)
if (std::chrono::duration_cast<std::chrono::milliseconds>(currentSteadTime - tmp_connectState[i].connectTime).count() > timeout)
{
debug(LOG_INFO, "Freeing temp socket %p due to async connection approval timeout (IP: %s)", static_cast<void *>(tmp_socket[i]), tmp_connectState[i].ip.c_str());
uint8_t rejected = ERROR_HOSTDROPPED;
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejected);
NETstring(w, "", 0);
NETend(w);
NETflush();
auto tmpQueue = NETnetTmpQueue(i);
if (NETisMessageReady(tmpQueue))
{
NETpop(tmpQueue);
}
NETcloseTempSocket(i);
}
continue; // continue to next tmp_socket
}
}
// note: *not* an "else if" because the condition above may transition the state to ProcessJoin!
if (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::ProcessJoin)
{
bool previousPlayersShouldCheckReadyValue = multiplayPlayersShouldCheckReady();
optional<uint32_t> tmp = nullopt;
if (tmp_connectState[i].asyncJoinApprovalExplicitPlayerIdx.has_value())
{
// Try to allocate the new player at the explicit index
if (NET_IsSlotOpenForPlayerJoin(tmp_connectState[i].asyncJoinApprovalExplicitPlayerIdx.value())
&& NET_CreatePlayerAtIdx(tmp_connectState[i].asyncJoinApprovalExplicitPlayerIdx.value(), tmp_connectState[i].receivedJoinInfo.name))
{
tmp = tmp_connectState[i].asyncJoinApprovalExplicitPlayerIdx.value();
}
else
{
debug(LOG_INFO, "Async join approval provided explicit player index (%" PRIu32 "), but it's occupied", tmp_connectState[i].asyncJoinApprovalExplicitPlayerIdx.value());
}
}
else
{
// Try to allocate the new player an open slot
if ((tmp_connectState[i].receivedJoinInfo.playerType == NET_JOIN_SPECTATOR) || (int)NetPlay.playercount <= gamestruct.desc.dwMaxPlayers)
{
tmp = NET_CreatePlayer(tmp_connectState[i].receivedJoinInfo.name, false, (tmp_connectState[i].receivedJoinInfo.playerType == NET_JOIN_SPECTATOR));
}
}
if (!tmp.has_value() || tmp.value() > static_cast<uint32_t>(std::numeric_limits<uint8_t>::max()))
{
ASSERT(tmp.value_or(0) <= static_cast<uint32_t>(std::numeric_limits<uint8_t>::max()), "Currently limited to uint8_t");
debug(LOG_INFO, "freeing temp socket %p, couldn't create slot", static_cast<void *>(tmp_socket[i]));
// Tell the player that we are full.
NETrejectTempSocketClient(i, ERROR_FULL, false);
continue; // continue to next tmp_socket
}
uint8_t index = static_cast<uint8_t>(tmp.value());
TmpSocketInfo::ReceivedJoinInfo joinRequestInfo = std::move(tmp_connectState[i].receivedJoinInfo); // keep the join info
tmp_connectState[i].reset();
NEThostPromoteTempSocketToPermanentPlayerConnection(i, index);
// construct encrypted client challenge response
std::vector<uint8_t> encryptedHostChallengeResponse;
if (!joinRequestInfo.challengeForHost.empty())
{
EcKey::Sig hostChallengeResponse = getLocalSharedIdentity().sign(joinRequestInfo.challengeForHost.data(), joinRequestInfo.challengeForHost.size());
encryptedHostChallengeResponse = joinRequestInfo.connectionAuthSessionKeys->encryptMessageForOther(&hostChallengeResponse[0], hostChallengeResponse.size());
if (encryptedHostChallengeResponse.empty())
{
debug(LOG_INFO, "Failed to encrypt response?");
}
}
// Send NET_ACCEPTED
{
auto w = NETbeginEncode(NETnetQueue(index), NET_ACCEPTED);
NETuint8_t(w, index);
NETuint32_t(w, NetPlay.hostPlayer);
uint8_t blindModeVal = static_cast<uint8_t>(game.blindMode);
NETuint8_t(w, blindModeVal);
NETbytes(w, encryptedHostChallengeResponse);
NETend(w);
}
// First send info about players to newcomer.
NETSendAllPlayerInfoTo(index);
// then send info about newcomer to all players.
NETBroadcastPlayerInfo(index);
char buf[250] = {'\0'};
const char* pPlayerType = (NetPlay.players[index].isSpectator) ? "Spectator" : "Player";
snprintf(buf, sizeof(buf), "%s[%" PRIu8 "] %s has joined, IP is: %s", pPlayerType, index, getPlayerName(index), NetPlay.players[index].IPtextAddress);
debug(LOG_INFO, "%s", buf);
NETlogEntry(buf, SYNC_FLAG, index);
debug(LOG_NET, "%s, %s, with index of %u has joined using socket %p", pPlayerType, getPlayerName(index), (unsigned int)index, static_cast<void *>(connected_bsocket[index]));
// Increment player count
gamestruct.desc.dwCurrentPlayers++;
MultiPlayerJoin(index, joinRequestInfo.identity.toBytes(EcKey::Public));
handlePossiblePlayersShouldCheckReadyChange(previousPlayersShouldCheckReadyValue);
if (wz_command_interface_enabled())
{
std::string joinerPublicKeyB64 = base64Encode(joinRequestInfo.identity.toBytes(EcKey::Public));
std::string joinerIdentityHash = joinRequestInfo.identity.publicHashString();
std::string joinerName = joinRequestInfo.name;
std::string joinerNameB64 = base64Encode(std::vector<unsigned char>(joinerName.begin(), joinerName.end()));
wz_command_interface_output("WZEVENT: player join: %u %s %s %s %s\n", index, joinerPublicKeyB64.c_str(), joinerIdentityHash.c_str(), NetPlay.players[index].IPtextAddress, joinerNameB64.c_str());
}
// Broadcast to everyone that a new player has joined
{
auto w = NETbeginEncode(NETbroadcastQueue(), NET_PLAYER_JOINED);
NETuint8_t(w, index);
NETend(w);
}
for (uint8_t j = 0; j < MAX_CONNECTED_PLAYERS; ++j)
{
NETBroadcastPlayerInfo(j);
}
NETfixDuplicatePlayerNames();
// Send the updated GAMESTRUCT to the masterserver
NETregisterServer(WZ_SERVER_UPDATE);
// reset flags for new players
if (NetPlay.players[index].wzFiles)
{
NetPlay.players[index].wzFiles->clear();
}
else
{
ASSERT(false, "wzFiles is uninitialized?? (Player: %" PRIu8 ")", index);
}
wz_command_interface_output_room_status_json();
continue; // continue to next tmp_socket
}
// in all other cases, do a timeout check
std::chrono::milliseconds::rep timeout = (tmp_connectState[i].connectState == TmpSocketInfo::TmpConnectState::PendingInitialConnect) ? 2500 : 3000;
if (std::chrono::duration_cast<std::chrono::milliseconds>(currentSteadTime - tmp_connectState[i].connectTime).count() > timeout)
{
debug(LOG_INFO, "Freeing temp socket %p due to initial connection timeout (IP: %s)", static_cast<void *>(tmp_socket[i]), tmp_connectState[i].ip.c_str());
uint8_t rejected = 0;
rejected = ERROR_WRONGDATA;
auto w = NETbeginEncode(NETnetTmpQueue(i), NET_REJECTED);
NETuint8_t(w, rejected);
NETstring(w, "", 0);
NETend(w);
NETflush();
auto tmpQueue = NETnetTmpQueue(i);
if (NETisMessageReady(tmpQueue))
{
NETpop(tmpQueue);
}
std::string rIP = tmp_socket[i]->textAddress();
NETaddSessionBanBadIP(rIP);
NETcloseTempSocket(i);
sync_counter.cantjoin++;
}
}
}
namespace
{
// Set the fields for GAMESTRUCT structure to announce it to the lobby server and other players.
//
// `gamestruct.desc.host` will be filled with `externalIp` contents if it's not empty.
//
// If `extPort == 0`, then `gamestruct.hostPort` will be filled with the default value from the configuration file,
// otherwise, it will be set to `extPort`.
void SetupGameStructInfo(const char* SessionName, const char* PlayerName, const std::string& externalIp, uint16_t extPort, bool spectatorHost, uint32_t plyrs, uint32_t gameType, uint32_t two, uint32_t blindMode, uint32_t four, uint8_t alliancesType, uint8_t techLevel, uint8_t powerLevel, uint8_t basesLevel)
{
sstrcpy(gamestruct.name, SessionName);
memset(&gamestruct.desc, 0, sizeof(gamestruct.desc));
gamestruct.desc.dwSize = sizeof(gamestruct.desc);
//gamestruct.desc.guidApplication = GAME_GUID;
if (!externalIp.empty())
{
sstrcpy(gamestruct.desc.host, externalIp.c_str());
gamestruct.desc.host[externalIp.length()] = '\0';
}
else
{
memset(gamestruct.desc.host, 0, sizeof(gamestruct.desc.host));
}
gamestruct.desc.dwCurrentPlayers = (!spectatorHost) ? 1 : 0;
gamestruct.desc.dwMaxPlayers = plyrs;
gamestruct.desc.alliances = alliancesType;
gamestruct.desc.techLevel = techLevel;
gamestruct.desc.powerLevel = powerLevel;
gamestruct.desc.basesLevel = basesLevel;
gamestruct.desc.dwUserFlags[0] = gameType;
gamestruct.desc.dwUserFlags[1] = two;
gamestruct.desc.dwUserFlags[2] = blindMode;
gamestruct.desc.dwUserFlags[3] = four;
memset(gamestruct.secondaryHosts, 0, sizeof(gamestruct.secondaryHosts));
sstrcpy(gamestruct.extra, "Extra"); // extra string (future use)
if (extPort == 0)
{
gamestruct.hostPort = gameserver_port;
}
else
{
gamestruct.hostPort = extPort;
}
sstrcpy(gamestruct.mapname, game.map); // map we are hosting
sstrcpy(gamestruct.hostname, PlayerName);
sstrcpy(gamestruct.versionstring, versionString); // version (string)
sstrcpy(gamestruct.modlist, getModList().c_str()); // List of mods
gamestruct.GAMESTRUCT_VERSION = 4; // version of this structure
gamestruct.game_version_major = NETCODE_VERSION_MAJOR; // Netcode Major version
gamestruct.game_version_minor = NETCODE_VERSION_MINOR; // NetCode Minor version
// gamestruct.privateGame = 0; // if true, it is a private game
gamestruct.pureMap = game.isMapMod; // If map-mod...
gamestruct.Mods = 0; // number of concatenated mods?
gamestruct.gameId = 0;
gamestruct.limits = 0x0; // used for limits
#if defined(WZ_OS_WIN)
gamestruct.future3 = 0x77696e; // for future use
#elif defined (WZ_OS_MAC)
gamestruct.future3 = 0x6d6163; // for future use
#else
gamestruct.future3 = 0x6c696e; // for future use
#endif
gamestruct.future4 = NETCODE_VERSION_MAJOR << 16 | NETCODE_VERSION_MINOR; // for future use
}
} // anonymous namespace
static void NETEnableAllowJoining(const std::string& externalIp, uint16_t extPort)
{
ASSERT_HOST_ONLY(return);
ASSERT_OR_RETURN(, !allow_joining, "allow_joining already true!");
// Once this is true, we are able to connect to the lobby server and announce to other players that
// this game session is available to join to.
allow_joining = true;
std::string connType = (activeConnProvider) ? to_string(activeConnProvider->type()) : std::string();
std::string outputExternalIP = (!externalIp.empty()) ? externalIp : "unknown";
std::string outputGamePassword = (NETGameIsLocked()) ? NetPlay.gamePassword : "";
wz_command_interface_output("WZEVENT: readyForJoins: %s %" PRIu16 " %s %s\n", connType.c_str(), extPort, outputExternalIP.c_str(), outputGamePassword.c_str());
debug(LOG_NET, "Hosting a server. We are player %d.", selectedPlayer);
}
bool NEThostGame(const char *SessionName, const char *PlayerName, bool spectatorHost,
uint32_t gameType, uint32_t two, uint32_t blindMode, uint32_t four,
UDWORD plyrs, // # of players
uint8_t alliancesType, uint8_t techLevel, uint8_t powerLevel, uint8_t basesLevel)
{
debug(LOG_NET, "NEThostGame(%s, %s, %" PRIu32 ", %" PRIu32 ", %" PRIu32 ", %" PRIu32 ", %u)", SessionName, PlayerName,
gameType, two, blindMode, four, plyrs);
netPlayersUpdated = true;
for (unsigned playerIndex = 0; playerIndex < MAX_CONNECTED_PLAYERS; ++playerIndex)
{
initPlayerNetworkProps(playerIndex);
}
if (!NetPlay.bComms)
{
ASSERT(!spectatorHost, "spectatorHost flag will be ignored");
selectedPlayer = 0;
NetPlay.isHost = true;
NetPlay.hostPlayer = selectedPlayer;
NetPlay.players[0].allocated = true;
NetPlay.players[0].difficulty = AIDifficulty::HUMAN;
NetPlay.playercount = 1;
debug(LOG_NET, "Hosting but no comms");
// Now switch player color of the host to what they normally use for MP games
if (war_getMPcolour() >= 0)
{
changeColour(NetPlay.hostPlayer, war_getMPcolour(), realSelectedPlayer);
}
return true;
}
ASSERT_OR_RETURN(false, activeConnProvider != nullptr, "Active connection provider is not set!");
// Start listening for client connections on `gameserver_port`.
// These will initially be assigned to `tmp_socket[i]` until accepted in the game session,
// in which case `tmp_socket[i]` will be assigned to `connected_bsocket[i]` and `tmp_socket[i]`
// will become nullptr.
net::result<IListenSocket*> serverListenResult = {};
if (!server_listen_socket)
{
debug(LOG_INFO, "Opening listening socket (backend: %s)", to_string(activeConnProvider->type()).c_str());
serverListenResult = activeConnProvider->openListenSocket(gameserver_port);
server_listen_socket = serverListenResult.value_or(nullptr);
}
if (server_listen_socket == nullptr)
{
const auto sockErrMsg = serverListenResult.error().message();
debug(LOG_ERROR, "Cannot open listening connection: %s", sockErrMsg.c_str());
if (wz_command_interface_enabled())
{
std::string sockErrMsgB64 = base64Encode(std::vector<unsigned char>(sockErrMsg.begin(), sockErrMsg.end()));
wz_command_interface_output("WZEVENT: serverListenSocketFailed: %d %s\n", serverListenResult.error().value(), sockErrMsgB64.c_str());
}
return false;
}
debug(LOG_NET, "New server_listen_socket = %p", static_cast<void *>(server_listen_socket));
// Host needs to create a socket set for MAX_PLAYERS
if (!server_socket_set)
{
server_socket_set = activeConnProvider->newConnectionPollGroup();
}
// allocate socket storage for all possible players
for (unsigned i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
connected_bsocket[i] = nullptr;
NETinitQueue(NETnetQueue(i));
}
NetPlay.isHost = true;
NETlogEntry("Hosting game, resetting ban list.", SYNC_FLAG, 0);
NETpermissionsInit();
playerManagementRecord.clear();
if (spectatorHost)
{
// open one spectator slot for the host
ASSERT(_NET_openNewSpectatorSlot_internal(false).has_value(), "Unable to open spectator slot for host??");
}
optional<uint32_t> newHostPlayerIdx = NET_CreatePlayer(PlayerName, (getHostLaunch() == HostLaunch::Autohost), spectatorHost);
ASSERT_OR_RETURN(false, newHostPlayerIdx.has_value() && (newHostPlayerIdx.value() < MAX_PLAYERS || (spectatorHost && newHostPlayerIdx.value() < MAX_CONNECTED_PLAYERS)), "Failed to create player");
selectedPlayer = newHostPlayerIdx.value();
realSelectedPlayer = selectedPlayer;
NetPlay.isHost = true;
NetPlay.isHostAlive = true;
NetPlay.HaveUpgrade = false;
NetPlay.hostPlayer = selectedPlayer;
MultiPlayerJoin(selectedPlayer, nullopt);
// Now switch player color of the host to what they normally use for SP games
if (NetPlay.hostPlayer < MAX_PLAYERS && war_getMPcolour() >= 0)
{
changeColour(NetPlay.hostPlayer, war_getMPcolour(), realSelectedPlayer);
}
NETregisterServer(WZ_SERVER_DISCONNECT);
if (ipv4MappingRequest)
{
// Do not allow others to join and delay announcing the game session to the lobby server
// until we manage to setup (successfully or not) the port mapping rule for the `gameserver_port`.
PortMappingManager::instance().attach_callback(ipv4MappingRequest,
[SessionName, spectatorHost, plyrs, gameType, two, blindMode, four, PlayerName, alliancesType, techLevel, powerLevel, basesLevel](std::string externalIp, uint16_t extPort) // success callback
{
// Setup gamestruct with the external ip + port combination received from the LibPlum.
SetupGameStructInfo(SessionName, PlayerName, externalIp, extPort, spectatorHost, plyrs, gameType, two, blindMode, four, alliancesType, techLevel, powerLevel, basesLevel);
// Only allow joining the game once the server has successfully discovered it's external IP + port combination.
//
// Once this is true, we are able to connect to the lobby server and announce to other players that
// this game session is available to join to.
NETEnableAllowJoining(externalIp, extPort);
}, [SessionName, PlayerName, spectatorHost, plyrs, gameType, two, blindMode, four, alliancesType, techLevel, powerLevel, basesLevel](PortMappingDiscoveryStatus /*status*/) // failure callback
{
// Allow joining with the default gameserver host + port combination and proceed as usual in the hope
// that others will still be able to connect to us.
SetupGameStructInfo(SessionName, PlayerName, std::string(), 0, spectatorHost, plyrs, gameType, two, blindMode, four, alliancesType, techLevel, powerLevel, basesLevel);
NETEnableAllowJoining("", gameserver_port);
});
}
else
{
ASSERT(!NetPlay.isPortMappingEnabled, "Expected to have an in-flight port mapping request to attach to");
// Allow joining with the default gameserver host + port combination and proceed as usual in the hope
// that others will still be able to connect to us.
SetupGameStructInfo(SessionName, PlayerName, std::string(), 0, spectatorHost, plyrs, gameType, two, blindMode, four, alliancesType, techLevel, powerLevel, basesLevel);
NETEnableAllowJoining("", gameserver_port);
}
return true;
}
// ////////////////////////////////////////////////////////////////////////
// Stop the dplay interface from accepting more players.
bool NEThaltJoining()
{
debug(LOG_NET, "temporarily locking game to prevent more players");
allow_joining = false;
// disconnect from the master server
NETregisterServer(WZ_SERVER_DISCONNECT);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// find games on open connection
bool NETenumerateGames(const std::shared_ptr<WzConnectionProvider>& connProvider, const std::function<bool (const GAMESTRUCT& game)>& handleEnumerateGameFunc, const std::function<void(std::string&& lobbyMOTD)>& lobbyMotdFunc)
{
debug(LOG_NET, "Looking for games...");
ASSERT_OR_RETURN(false, connProvider != nullptr, "Lobby-specific connection provider is null!");
const auto hostsResult = connProvider->resolveHost(masterserver_name, masterserver_port);
if (!hostsResult.has_value())
{
const auto hostsErrMsg = hostsResult.error().message();
debug(LOG_ERROR, "Cannot resolve hostname \"%s\": %s", masterserver_name, hostsErrMsg.c_str());
return false;
}
const auto& hosts = hostsResult.value();
auto sockResult = connProvider->openClientConnectionAny(*hosts, 15000);
if (!sockResult.has_value()) {
const auto sockErrMsg = sockResult.error().message();
debug(LOG_ERROR, "Cannot connect to \"%s:%d\": %s", masterserver_name, masterserver_port, sockErrMsg.c_str());
return false;
}
IClientConnection* sock = sockResult.value();
debug(LOG_NET, "New socket = %p", static_cast<void *>(sock));
debug(LOG_NET, "Sending list cmd");
const auto writeResult = sock->writeAll("list", sizeof("list"), nullptr);
if (!writeResult.has_value())
{
const auto writeErrMsg = writeResult.error().message();
debug(LOG_NET, "Server socket encountered error: %s", writeErrMsg.c_str());
// mark it invalid
sock->close();
// when we fail to receive a game count, bail out
return false;
}
// Retrieve the first batch of game structs
// Earlier versions (and earlier lobby servers) restricted this to no more than 11
std::vector<GAMESTRUCT> initialBatchOfGameStructs;
if (!readGameStructsList(*sock, NET_TIMEOUT_DELAY, [&initialBatchOfGameStructs](const GAMESTRUCT &lobbyGame) -> bool {
initialBatchOfGameStructs.push_back(lobbyGame);
return true; // continue enumerating
}))
{
// mark it invalid
sock->close();
return false;
}
// read the lobby response
uint32_t lobbyStatusCode = 0;
std::string lobbyMOTD;
if (!readLobbyResponseInternal(*sock, NET_TIMEOUT_DELAY, lobbyStatusCode, lobbyMOTD).has_value())
{
// mark it invalid
sock->close();
debug(LOG_INFO, "Failed to get a lobby response!");
// treat as fatal error
return false;
}
if (lobbyMotdFunc)
{
lobbyMotdFunc(std::move(lobbyMOTD));
}
// Backwards-compatible protocol enhancement, to raise game limit
// Expects a uint32_t to determine whether to ignore the first batch of game structs
// Earlier lobby servers will not provide anything, or may null-pad the lobby response / MOTD string
// Hence as long as we don't treat "0" as signifying any change in behavior, this should be safe + backwards-compatible
#define IGNORE_FIRST_BATCH 1
uint32_t responseParameters = 0;
const auto readResult = sock->readAll(&responseParameters, sizeof(responseParameters), NET_TIMEOUT_DELAY);
if (readResult.has_value())
{
responseParameters = wz_ntohl(responseParameters);
bool requestSecondBatch = true;
bool ignoreFirstBatch = ((responseParameters & IGNORE_FIRST_BATCH) == IGNORE_FIRST_BATCH);
if (!ignoreFirstBatch)
{
// pass the first batch to the handleEnumerateGameFunc
for (const auto& lobbyGame : initialBatchOfGameStructs)
{
if (!handleEnumerateGameFunc(lobbyGame))
{
// stop enumerating
requestSecondBatch = false;
break;
}
}
}
if (requestSecondBatch)
{
if (!readGameStructsList(*sock, NET_TIMEOUT_DELAY, handleEnumerateGameFunc))
{
// we failed to read a second list of game structs
if (!ignoreFirstBatch)
{
// just log and treat the error as non-fatal
debug(LOG_NET, "Second readGameStructsList call failed - ignoring");
}
else
{
// if ignoring the first batch, treat this as a fatal error
debug(LOG_NET, "Second readGameStructsList call failed");
// mark it invalid
sock->close();
// when we fail to receive a game count, bail out
return false;
}
}
}
}
else
{
// to support earlier lobby servers that don't provide this additional second batch (and optional parameter), just process the first batch
for (const auto& lobbyGame : initialBatchOfGameStructs)
{
if (!handleEnumerateGameFunc(lobbyGame))
{
// stop enumerating
break;
}
}
}
// mark it invalid (we are done with it)
sock->close();
return true;
}
bool NETfindGames(std::vector<GAMESTRUCT>& results, std::string& lobbyMOTD, size_t startingIndex, size_t resultsLimit, bool onlyMatchingLocalVersion /*= false*/)
{
size_t gamecount = 0;
results.clear();
lobbyMOTD.clear();
auto connProvider = NET_getLobbyConnectionProvider();
bool success = NETenumerateGames(connProvider, [&results, &gamecount, startingIndex, resultsLimit, onlyMatchingLocalVersion](const GAMESTRUCT &lobbyGame) -> bool {
if (gamecount++ < startingIndex)
{
// skip this item, continue
return true;
}
if ((resultsLimit > 0) && (results.size() >= resultsLimit))
{
// stop processing games
return false;
}
if (onlyMatchingLocalVersion && !NETisCorrectVersion(lobbyGame.game_version_major, lobbyGame.game_version_minor))
{
// skip this non-matching version, continue
return true;
}
results.push_back(lobbyGame);
return true;
},
[&lobbyMOTD](std::string&& lobbyMOTDResult) {
lobbyMOTD = std::move(lobbyMOTDResult);
});
return success;
}
bool NETfindGame(uint32_t gameId, GAMESTRUCT& output)
{
bool foundMatch = false;
memset(&output, 0x00, sizeof(output));
auto connProvider = NET_getLobbyConnectionProvider();
NETenumerateGames(connProvider, [&foundMatch, &output, gameId](const GAMESTRUCT &lobbyGame) -> bool {
if (lobbyGame.gameId != gameId)
{
// not a match - continue enumerating
return true;
}
output = lobbyGame;
foundMatch = true;
return false; // stop searching
});
return foundMatch;
}
// "consumes" the sockets and related info
bool NETpromoteJoinAttemptToEstablishedConnectionToHost(uint32_t hostPlayer, uint8_t index, const char *playername, NETQUEUE joiningQUEUEInfo, IClientConnection** client_joining_socket, IConnectionPollGroup** client_joining_socket_set)
{
if (hostPlayer >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_ERROR, "Bad host player number (%" PRIu32 ") received from host!", hostPlayer);
return false;
}
if (index >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_ERROR, "Bad player number (%u) received from host!", index);
return false;
}
NetPlay.hostPlayer = hostPlayer;
// On success, promote the temporary socket / socketset / queuepair to their permanent (stable) locations
NETinitQueue(NETnetQueue(NetPlay.hostPlayer));
NETmoveQueue(joiningQUEUEInfo, NETnetQueue(NetPlay.hostPlayer));
// Promote transient socket to stable client connection.
// bsocket = client_joining_socket, client_joining_socket = nullptr now!
bsocket = *client_joining_socket;
*client_joining_socket = nullptr;
client_socket_set = *client_joining_socket_set;
*client_joining_socket_set = nullptr;
debug(LOG_NET, "NET_ACCEPTED received. Accepted into the game - I'm player %u using bsocket %p", (unsigned int)index, static_cast<void *>(bsocket));
selectedPlayer = index;
realSelectedPlayer = selectedPlayer;
NetPlay.isHost = false;
NetPlay.isHostAlive = true;
NetPlay.players[index].allocated = true;
setPlayerName(index, playername);
NetPlay.players[index].heartbeat = true;
// Store the host's address
lastHostAddress = bsocket->textAddress();
return true;
}
/*!
* Set the masterserver name
* \param hostname The hostname of the masterserver to connect to
*/
void NETsetMasterserverName(const char *hostname)
{
sstrcpy(masterserver_name, hostname);
}
/**
* @return The hostname of the masterserver we will connect to.
*/
const char *NETgetMasterserverName()
{
return masterserver_name;
}
/*!
* Set the masterserver port
* \param port The port of the masterserver to connect to
*/
void NETsetMasterserverPort(unsigned int port)
{
const unsigned int MAX_PORT = 65535;
if (port > MAX_PORT || port == 0)
{
debug(LOG_ERROR, "Invalid port number: %u", port);
return;
}
masterserver_port = port;
}
/**
* @return The port of the masterserver we will connect to.
*/
unsigned int NETgetMasterserverPort()
{
return masterserver_port;
}
/*!
* Set the port we shall host games on
* \param port The port to listen to
*/
void NETsetGameserverPort(unsigned int port)
{
gameserver_port = port;
}
/**
* @return The port we will host games on.
*/
unsigned int NETgetGameserverPort()
{
return gameserver_port;
}
/**
* @return The size of the join connection challenge (see: NET_PING in NETallowJoining())
*/
uint32_t NETgetJoinConnectionNETPINGChallengeFromHostSize()
{
return NET_PING_TMP_PING_CHALLENGE_SIZE;
}
uint32_t NETgetJoinConnectionNETPINGChallengeFromClientSize()
{
return NET_PING_TMP_PING_CHALLENGE_SIZE / 2;
}
/*!
* Set the join preference for IPv6
* \param bTryIPv6First Whether to attempt IPv6 first when joining, before IPv4.
*/
void NETsetJoinPreferenceIPv6(bool bTryIPv6First)
{
bJoinPrefTryIPv6First = bTryIPv6First;
}
/**
* @return Whether joining a game that advertises both IPv6 and IPv4 should attempt IPv6 first.
*/
bool NETgetJoinPreferenceIPv6()
{
return bJoinPrefTryIPv6First;
}
void NETsetDefaultMPHostFreeChatPreference(bool enabled)
{
bDefaultHostFreeChatEnabled = enabled;
}
bool NETgetDefaultMPHostFreeChatPreference()
{
return bDefaultHostFreeChatEnabled;
}
void NETsetEnableTCPNoDelay(bool enabled)
{
bEnableTCPNoDelay = enabled;
}
bool NETgetEnableTCPNoDelay()
{
return bEnableTCPNoDelay;
}
void NETsetPlayerConnectionStatus(CONNECTION_STATUS status, unsigned player)
{
unsigned n;
const int timeouts[] = {GAME_TICKS_PER_SEC * 10, GAME_TICKS_PER_SEC * 10, GAME_TICKS_PER_SEC, GAME_TICKS_PER_SEC / 6};
ASSERT(ARRAY_SIZE(timeouts) == CONNECTIONSTATUS_NORMAL, "Connection status timeout array too small.");
if (player == NET_ALL_PLAYERS)
{
for (n = 0; n < MAX_CONNECTED_PLAYERS; ++n)
{
NETsetPlayerConnectionStatus(status, n);
}
return;
}
if (status == CONNECTIONSTATUS_NORMAL)
{
for (n = 0; n < CONNECTIONSTATUS_NORMAL; ++n)
{
NET_PlayerConnectionStatus[n][player] = 0;
}
return;
}
NET_PlayerConnectionStatus[status][player] = realTime + timeouts[status];
}
bool NETcheckPlayerConnectionStatus(CONNECTION_STATUS status, unsigned player)
{
unsigned n;
if (player == NET_ALL_PLAYERS)
{
for (n = 0; n < MAX_CONNECTED_PLAYERS; ++n)
{
if (NETcheckPlayerConnectionStatus(status, n))
{
return true;
}
}
return false;
}
if (status == CONNECTIONSTATUS_NORMAL)
{
for (n = 0; n < CONNECTIONSTATUS_NORMAL; ++n)
{
if (NETcheckPlayerConnectionStatus((CONNECTION_STATUS)n, player))
{
return true;
}
}
return false;
}
return realTime < NET_PlayerConnectionStatus[status][player];
}
const char *messageTypeToString(unsigned messageType_)
{
MESSAGE_TYPES messageType = (MESSAGE_TYPES)messageType_; // Cast to enum, so switch gives a warning if new message types are added without updating the switch.
switch (messageType)
{
// Search: ^\s*([\w_]+).*
// Replace: case \1: return "\1";
// Search: (case ...............................) *(return "[\w_]+";)
// Replace: \t\t\1\2
// Net-related messages.
case NET_MIN_TYPE: return "NET_MIN_TYPE";
case NET_PING: return "NET_PING";
case NET_PLAYER_STATS: return "NET_PLAYER_STATS";
case NET_TEXTMSG: return "NET_TEXTMSG";
case NET_PLAYERRESPONDING: return "NET_PLAYERRESPONDING";
case NET_OPTIONS: return "NET_OPTIONS";
case NET_KICK: return "NET_KICK";
case NET_FIREUP: return "NET_FIREUP";
case NET_COLOURREQUEST: return "NET_COLOURREQUEST";
case NET_FACTIONREQUEST: return "NET_FACTIONREQUEST";
case NET_AITEXTMSG: return "NET_AITEXTMSG";
case NET_BEACONMSG: return "NET_BEACONMSG";
case NET_TEAMREQUEST: return "NET_TEAMREQUEST";
case NET_JOIN: return "NET_JOIN";
case NET_ACCEPTED: return "NET_ACCEPTED";
case NET_PLAYER_INFO: return "NET_PLAYER_INFO";
case NET_PLAYER_JOINED: return "NET_PLAYER_JOINED";
case NET_PLAYER_LEAVING: return "NET_PLAYER_LEAVING";
case NET_PLAYER_DROPPED: return "NET_PLAYER_DROPPED";
case NET_GAME_FLAGS: return "NET_GAME_FLAGS";
case NET_READY_REQUEST: return "NET_READY_REQUEST";
case NET_REJECTED: return "NET_REJECTED";
case NET_POSITIONREQUEST: return "NET_POSITIONREQUEST";
case NET_DATA_CHECK: return "NET_DATA_CHECK";
case NET_HOST_DROPPED: return "NET_HOST_DROPPED";
case NET_SEND_TO_PLAYER: return "NET_SEND_TO_PLAYER";
case NET_SHARE_GAME_QUEUE: return "NET_SHARE_GAME_QUEUE";
case NET_FILE_REQUESTED: return "NET_FILE_REQUESTED";
case NET_FILE_CANCELLED: return "NET_FILE_CANCELLED";
case NET_FILE_PAYLOAD: return "NET_FILE_PAYLOAD";
case NET_DEBUG_SYNC: return "NET_DEBUG_SYNC";
case NET_VOTE: return "NET_VOTE";
case NET_VOTE_REQUEST: return "NET_VOTE_REQUEST";
case NET_SPECTEXTMSG: return "NET_SPECTEXTMSG";
case NET_PLAYERNAME_CHANGEREQUEST: return "NET_PLAYERNAME_CHANGEREQUEST";
case NET_PLAYER_SLOTTYPE_REQUEST: return "NET_PLAYER_SLOTTYPE_REQUEST";
case NET_PLAYER_SWAP_INDEX: return "NET_PLAYER_SWAP_INDEX";
case NET_PLAYER_SWAP_INDEX_ACK: return "NET_PLAYER_SWAP_INDEX_ACK";
case NET_DATA_CHECK2: return "NET_DATA_CHECK2";
case NET_SECURED_NET_MESSAGE: return "NET_SECURED_NET_MESSAGE";
case NET_TEAM_STRATEGY: return "NET_TEAM_STRATEGY";
case NET_QUICK_CHAT_MSG: return "NET_QUICK_CHAT_MSG";
case NET_HOST_CONFIG: return "NET_HOST_CONFIG";
case NET_MAX_TYPE: return "NET_MAX_TYPE";
// Game-state-related messages, must be processed by all clients at the same game time.
case GAME_MIN_TYPE: return "GAME_MIN_TYPE";
case GAME_DROIDINFO: return "GAME_DROIDINFO";
case GAME_STRUCTUREINFO: return "GAME_STRUCTUREINFO";
case GAME_RESEARCHSTATUS: return "GAME_RESEARCHSTATUS";
case GAME_TEMPLATE: return "GAME_TEMPLATE";
case GAME_TEMPLATEDEST: return "GAME_TEMPLATEDEST";
case GAME_ALLIANCE: return "GAME_ALLIANCE";
case GAME_GIFT: return "GAME_GIFT";
case GAME_LASSAT: return "GAME_LASSAT";
case GAME_GAME_TIME: return "GAME_GAME_TIME";
case GAME_PLAYER_LEFT: return "GAME_PLAYER_LEFT";
case GAME_DROIDDISEMBARK: return "GAME_DROIDDISEMBARK";
case GAME_SYNC_REQUEST: return "GAME_SYNC_REQUEST";
// The following messages are used for debug mode.
case GAME_DEBUG_MODE: return "GAME_DEBUG_MODE";
case GAME_DEBUG_ADD_DROID: return "GAME_DEBUG_ADD_DROID";
case GAME_DEBUG_ADD_STRUCTURE: return "GAME_DEBUG_ADD_STRUCTURE";
case GAME_DEBUG_ADD_FEATURE: return "GAME_DEBUG_ADD_FEATURE";
case GAME_DEBUG_REMOVE_DROID: return "GAME_DEBUG_REMOVE_DROID";
case GAME_DEBUG_REMOVE_STRUCTURE: return "GAME_DEBUG_REMOVE_STRUCTURE";
case GAME_DEBUG_REMOVE_FEATURE: return "GAME_DEBUG_REMOVE_FEATURE";
case GAME_DEBUG_FINISH_RESEARCH: return "GAME_DEBUG_FINISH_RESEARCH";
// End of redundant messages.
case GAME_SYNC_OPT_CHANGE: return "GAME_SYNC_OPT_CHANGE";
case GAME_MAX_TYPE: return "GAME_MAX_TYPE";
// The following messages are used for playing back replays.
case REPLAY_ENDED: return "REPLAY_ENDED";
// End of replay messages.
}
return "(UNUSED)";
}
void NETacceptIncomingConnections()
{
ASSERT_HOST_ONLY(return);
if (!allow_joining)
{
return;
}
// First-time initialize `tmp_socket_set` if needed.
if (tmp_socket_set == nullptr)
{
// initialize temporary server socket set
// FIXME: why is this not done in NETinit()?? - Per
ASSERT_OR_RETURN(, activeConnProvider != nullptr, "Active connection provider is not set!");
tmp_socket_set = activeConnProvider->newConnectionPollGroup();
// FIXME: I guess initialization of allowjoining is here now... - FlexCoral
for (auto& tmpState : tmp_connectState)
{
tmpState.reset();
}
tmp_pendingIPs.clear();
// NOTE: Do *NOT* call tmp_badIPs.clear() here - we want to preserve it until quit
}
size_t i = 0;
// Find the first empty socket slot
for (; i < MAX_TMP_SOCKETS; ++i)
{
if (tmp_socket[i] == nullptr)
{
break;
}
}
if (i == MAX_TMP_SOCKETS)
{
debug(LOG_NET, "all temp sockets are currently used up!");
return;
}
// See if there's an incoming connection
tmp_socket[i] = server_listen_socket->accept();
if (!tmp_socket[i])
{
return;
}
const std::string rIP = tmp_socket[i]->textAddress();
if (quickRejectConnection(rIP))
{
debug(LOG_NET, "freeing temp socket %p (%d)", static_cast<void*>(tmp_socket[i]), __LINE__);
NETcloseTempSocket(i);
return;
}
NETinitQueue(NETnetTmpQueue(i));
tmp_socket_set->add(tmp_socket[i]);
tmp_pendingIPs[rIP]++;
std::string rIPLogEntry = "Incoming connection from:";
rIPLogEntry.append(rIP);
NETlogEntry(rIPLogEntry.c_str(), SYNC_FLAG, i);
tmp_connectState[i].ip = rIP;
tmp_connectState[i].connectTime = std::chrono::steady_clock::now();
tmp_connectState[i].connectState = TmpSocketInfo::TmpConnectState::PendingInitialConnect;
if (bEnableTCPNoDelay)
{
// Disable use of Nagle Algorithm for the TCP socket (i.e. enable TCP_NODELAY option in case of TCP connection)
tmp_socket[i]->useNagleAlgorithm(false);
}
}
void NETadjustConnectedTimeoutForClients()
{
constexpr std::chrono::milliseconds IN_GAME_CONNECTED_TIMEOUT{ 60000 };
if (NetPlay.isHost)
{
for (size_t i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (connected_bsocket[i] != nullptr)
{
connected_bsocket[i]->setConnectedTimeout(IN_GAME_CONNECTED_TIMEOUT);
}
}
return;
}
if (bsocket)
{
bsocket->setConnectedTimeout(IN_GAME_CONNECTED_TIMEOUT);
}
}
optional<std::string> NET_getCurrentHostTextAddress()
{
if (!bsocket)
{
return lastHostAddress.value();
}
return bsocket->textAddress();
}
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