Lock Server.LobbyInfo to prevent races with callback threads.
This commit is contained in:
@@ -431,69 +431,72 @@ namespace OpenRA.Server
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Action completeConnection = () =>
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{
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client.Slot = LobbyInfo.FirstEmptySlot();
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client.IsAdmin = !LobbyInfo.Clients.Any(c1 => c1.IsAdmin);
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if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators)
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lock (LobbyInfo)
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{
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SendOrderTo(newConn, "ServerError", "The game is full");
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DropClient(newConn);
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return;
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client.Slot = LobbyInfo.FirstEmptySlot();
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client.IsAdmin = !LobbyInfo.Clients.Any(c1 => c1.IsAdmin);
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if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators)
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{
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SendOrderTo(newConn, "ServerError", "The game is full");
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DropClient(newConn);
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return;
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}
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if (client.Slot != null)
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SyncClientToPlayerReference(client, Map.Players.Players[client.Slot]);
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else
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client.Color = Color.White;
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// Promote connection to a valid client
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PreConns.Remove(newConn);
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Conns.Add(newConn);
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LobbyInfo.Clients.Add(client);
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newConn.Validated = true;
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var clientPing = new Session.ClientPing { Index = client.Index };
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LobbyInfo.ClientPings.Add(clientPing);
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Log.Write("server", "Client {0}: Accepted connection from {1}.",
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newConn.PlayerIndex, newConn.Socket.RemoteEndPoint);
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if (client.Fingerprint != null)
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Log.Write("server", "Client {0}: Player fingerprint is {1}.",
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newConn.PlayerIndex, client.Fingerprint);
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foreach (var t in serverTraits.WithInterface<IClientJoined>())
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t.ClientJoined(this, newConn);
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SyncLobbyInfo();
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Log.Write("server", "{0} ({1}) has joined the game.",
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client.Name, newConn.Socket.RemoteEndPoint);
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// Report to all other players
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SendMessage("{0} has joined the game.".F(client.Name), newConn);
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// Send initial ping
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SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
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if (Type == ServerType.Dedicated)
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{
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var motdFile = Platform.ResolvePath(Platform.SupportDirPrefix, "motd.txt");
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if (!File.Exists(motdFile))
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File.WriteAllText(motdFile, "Welcome, have fun and good luck!");
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var motd = File.ReadAllText(motdFile);
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if (!string.IsNullOrEmpty(motd))
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SendOrderTo(newConn, "Message", motd);
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}
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if (Map.DefinesUnsafeCustomRules)
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SendOrderTo(newConn, "Message", "This map contains custom rules. Game experience may change.");
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if (!LobbyInfo.GlobalSettings.EnableSingleplayer)
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SendOrderTo(newConn, "Message", TwoHumansRequiredText);
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else if (Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
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SendOrderTo(newConn, "Message", "Bots have been disabled on this map.");
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}
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if (client.Slot != null)
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SyncClientToPlayerReference(client, Map.Players.Players[client.Slot]);
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else
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client.Color = Color.White;
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// Promote connection to a valid client
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PreConns.Remove(newConn);
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Conns.Add(newConn);
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LobbyInfo.Clients.Add(client);
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newConn.Validated = true;
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var clientPing = new Session.ClientPing { Index = client.Index };
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LobbyInfo.ClientPings.Add(clientPing);
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Log.Write("server", "Client {0}: Accepted connection from {1}.",
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newConn.PlayerIndex, newConn.Socket.RemoteEndPoint);
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if (client.Fingerprint != null)
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Log.Write("server", "Client {0}: Player fingerprint is {1}.",
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newConn.PlayerIndex, client.Fingerprint);
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foreach (var t in serverTraits.WithInterface<IClientJoined>())
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t.ClientJoined(this, newConn);
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SyncLobbyInfo();
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Log.Write("server", "{0} ({1}) has joined the game.",
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client.Name, newConn.Socket.RemoteEndPoint);
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// Report to all other players
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SendMessage("{0} has joined the game.".F(client.Name), newConn);
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// Send initial ping
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SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
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if (Type == ServerType.Dedicated)
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{
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var motdFile = Platform.ResolvePath(Platform.SupportDirPrefix, "motd.txt");
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if (!File.Exists(motdFile))
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File.WriteAllText(motdFile, "Welcome, have fun and good luck!");
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var motd = File.ReadAllText(motdFile);
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if (!string.IsNullOrEmpty(motd))
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SendOrderTo(newConn, "Message", motd);
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}
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if (Map.DefinesUnsafeCustomRules)
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SendOrderTo(newConn, "Message", "This map contains custom rules. Game experience may change.");
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if (!LobbyInfo.GlobalSettings.EnableSingleplayer)
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SendOrderTo(newConn, "Message", TwoHumansRequiredText);
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else if (Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
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SendOrderTo(newConn, "Message", "Bots have been disabled on this map.");
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};
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if (Type == ServerType.Local)
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@@ -676,89 +679,119 @@ namespace OpenRA.Server
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void InterpretServerOrder(Connection conn, Order o)
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{
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// Only accept handshake responses from unvalidated clients
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// Anything else may be an attempt to exploit the server
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if (!conn.Validated)
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lock (LobbyInfo)
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{
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if (o.OrderString == "HandshakeResponse")
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ValidateClient(conn, o.TargetString);
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else
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// Only accept handshake responses from unvalidated clients
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// Anything else may be an attempt to exploit the server
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if (!conn.Validated)
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{
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Log.Write("server", "Rejected connection from {0}; Order `{1}` is not a `HandshakeResponse`.",
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conn.Socket.RemoteEndPoint, o.OrderString);
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DropClient(conn);
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}
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return;
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}
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switch (o.OrderString)
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{
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case "Command":
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if (o.OrderString == "HandshakeResponse")
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ValidateClient(conn, o.TargetString);
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else
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{
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var handledBy = serverTraits.WithInterface<IInterpretCommand>()
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.FirstOrDefault(t => t.InterpretCommand(this, conn, GetClient(conn), o.TargetString));
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Log.Write("server", "Rejected connection from {0}; Order `{1}` is not a `HandshakeResponse`.",
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conn.Socket.RemoteEndPoint, o.OrderString);
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if (handledBy == null)
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{
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Log.Write("server", "Unknown server command: {0}", o.TargetString);
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SendOrderTo(conn, "Message", "Unknown server command: {0}".F(o.TargetString));
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}
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break;
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DropClient(conn);
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}
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case "Chat":
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DispatchOrdersToClients(conn, 0, o.Serialize());
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break;
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case "Pong":
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{
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if (!OpenRA.Exts.TryParseInt64Invariant(o.TargetString, out var pingSent))
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return;
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}
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switch (o.OrderString)
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{
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case "Command":
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{
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Log.Write("server", "Invalid order pong payload: {0}", o.TargetString);
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var handledBy = serverTraits.WithInterface<IInterpretCommand>()
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.FirstOrDefault(t => t.InterpretCommand(this, conn, GetClient(conn), o.TargetString));
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if (handledBy == null)
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{
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Log.Write("server", "Unknown server command: {0}", o.TargetString);
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SendOrderTo(conn, "Message", "Unknown server command: {0}".F(o.TargetString));
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}
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break;
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}
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var client = GetClient(conn);
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if (client == null)
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return;
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var pingFromClient = LobbyInfo.PingFromClient(client);
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if (pingFromClient == null)
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return;
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var history = pingFromClient.LatencyHistory.ToList();
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history.Add(Game.RunTime - pingSent);
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// Cap ping history at 5 values (25 seconds)
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if (history.Count > 5)
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history.RemoveRange(0, history.Count - 5);
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pingFromClient.Latency = history.Sum() / history.Count;
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pingFromClient.LatencyJitter = (history.Max() - history.Min()) / 2;
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pingFromClient.LatencyHistory = history.ToArray();
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SyncClientPing();
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case "Chat":
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DispatchOrdersToClients(conn, 0, o.Serialize());
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break;
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}
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case "GameSaveTraitData":
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{
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if (GameSave != null)
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case "Pong":
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{
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var data = MiniYaml.FromString(o.TargetString)[0];
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GameSave.AddTraitData(int.Parse(data.Key), data.Value);
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if (!OpenRA.Exts.TryParseInt64Invariant(o.TargetString, out var pingSent))
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{
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Log.Write("server", "Invalid order pong payload: {0}", o.TargetString);
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break;
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}
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var client = GetClient(conn);
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if (client == null)
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return;
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var pingFromClient = LobbyInfo.PingFromClient(client);
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if (pingFromClient == null)
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return;
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var history = pingFromClient.LatencyHistory.ToList();
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history.Add(Game.RunTime - pingSent);
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// Cap ping history at 5 values (25 seconds)
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if (history.Count > 5)
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history.RemoveRange(0, history.Count - 5);
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pingFromClient.Latency = history.Sum() / history.Count;
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pingFromClient.LatencyJitter = (history.Max() - history.Min()) / 2;
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pingFromClient.LatencyHistory = history.ToArray();
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SyncClientPing();
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break;
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}
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break;
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}
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case "CreateGameSave":
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{
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if (GameSave != null)
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case "GameSaveTraitData":
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{
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if (GameSave != null)
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{
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var data = MiniYaml.FromString(o.TargetString)[0];
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GameSave.AddTraitData(int.Parse(data.Key), data.Value);
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}
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break;
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}
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case "CreateGameSave":
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{
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if (GameSave != null)
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{
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// Sanitize potentially malicious input
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var filename = o.TargetString;
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var invalidIndex = -1;
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var invalidChars = Path.GetInvalidFileNameChars();
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while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
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filename = filename.Remove(invalidIndex, 1);
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var baseSavePath = Platform.ResolvePath(
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Platform.SupportDirPrefix,
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"Saves",
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ModData.Manifest.Id,
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ModData.Manifest.Metadata.Version);
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if (!Directory.Exists(baseSavePath))
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Directory.CreateDirectory(baseSavePath);
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GameSave.Save(Path.Combine(baseSavePath, filename));
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DispatchOrdersToClients(null, 0, Order.FromTargetString("GameSaved", filename, true).Serialize());
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}
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break;
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}
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case "LoadGameSave":
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{
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if (Type == ServerType.Dedicated || State >= ServerState.GameStarted)
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break;
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// Sanitize potentially malicious input
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var filename = o.TargetString;
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var invalidIndex = -1;
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@@ -766,96 +799,69 @@ namespace OpenRA.Server
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while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
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filename = filename.Remove(invalidIndex, 1);
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var baseSavePath = Platform.ResolvePath(
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var savePath = Platform.ResolvePath(
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Platform.SupportDirPrefix,
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"Saves",
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ModData.Manifest.Id,
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ModData.Manifest.Metadata.Version);
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ModData.Manifest.Metadata.Version,
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filename);
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if (!Directory.Exists(baseSavePath))
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Directory.CreateDirectory(baseSavePath);
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GameSave = new GameSave(savePath);
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LobbyInfo.GlobalSettings = GameSave.GlobalSettings;
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LobbyInfo.Slots = GameSave.Slots;
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GameSave.Save(Path.Combine(baseSavePath, filename));
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DispatchOrdersToClients(null, 0, Order.FromTargetString("GameSaved", filename, true).Serialize());
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}
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// Reassign clients to slots
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// - Bot ordering is preserved
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// - Humans are assigned on a first-come-first-serve basis
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// - Leftover humans become spectators
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break;
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}
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case "LoadGameSave":
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{
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if (Type == ServerType.Dedicated || State >= ServerState.GameStarted)
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break;
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// Sanitize potentially malicious input
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var filename = o.TargetString;
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var invalidIndex = -1;
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var invalidChars = Path.GetInvalidFileNameChars();
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while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
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filename = filename.Remove(invalidIndex, 1);
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var savePath = Platform.ResolvePath(
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Platform.SupportDirPrefix,
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"Saves",
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ModData.Manifest.Id,
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ModData.Manifest.Metadata.Version,
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filename);
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GameSave = new GameSave(savePath);
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LobbyInfo.GlobalSettings = GameSave.GlobalSettings;
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LobbyInfo.Slots = GameSave.Slots;
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// Reassign clients to slots
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// - Bot ordering is preserved
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// - Humans are assigned on a first-come-first-serve basis
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// - Leftover humans become spectators
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// Start by removing all bots and assigning all players as spectators
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foreach (var c in LobbyInfo.Clients)
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{
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if (c.Bot != null)
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// Start by removing all bots and assigning all players as spectators
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foreach (var c in LobbyInfo.Clients)
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{
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LobbyInfo.Clients.Remove(c);
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var ping = LobbyInfo.PingFromClient(c);
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if (ping != null)
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LobbyInfo.ClientPings.Remove(ping);
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}
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else
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c.Slot = null;
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}
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// Rebuild/remap the saved client state
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// TODO: Multiplayer saves should leave all humans as spectators so they can manually pick slots
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var adminClientIndex = LobbyInfo.Clients.First(c => c.IsAdmin).Index;
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foreach (var kv in GameSave.SlotClients)
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{
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if (kv.Value.Bot != null)
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{
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var bot = new Session.Client()
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if (c.Bot != null)
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{
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Index = ChooseFreePlayerIndex(),
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State = Session.ClientState.NotReady,
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BotControllerClientIndex = adminClientIndex
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};
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kv.Value.ApplyTo(bot);
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LobbyInfo.Clients.Add(bot);
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LobbyInfo.Clients.Remove(c);
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var ping = LobbyInfo.PingFromClient(c);
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if (ping != null)
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LobbyInfo.ClientPings.Remove(ping);
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}
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else
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c.Slot = null;
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}
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else
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// Rebuild/remap the saved client state
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// TODO: Multiplayer saves should leave all humans as spectators so they can manually pick slots
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var adminClientIndex = LobbyInfo.Clients.First(c => c.IsAdmin).Index;
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foreach (var kv in GameSave.SlotClients)
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{
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// This will throw if the server doesn't have enough human clients to fill all player slots
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// See TODO above - this isn't a problem in practice because MP saves won't use this
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var client = LobbyInfo.Clients.First(c => c.Slot == null);
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kv.Value.ApplyTo(client);
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if (kv.Value.Bot != null)
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{
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var bot = new Session.Client()
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{
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Index = ChooseFreePlayerIndex(),
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State = Session.ClientState.NotReady,
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BotControllerClientIndex = adminClientIndex
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};
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kv.Value.ApplyTo(bot);
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LobbyInfo.Clients.Add(bot);
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}
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else
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{
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// This will throw if the server doesn't have enough human clients to fill all player slots
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// See TODO above - this isn't a problem in practice because MP saves won't use this
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var client = LobbyInfo.Clients.First(c => c.Slot == null);
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kv.Value.ApplyTo(client);
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}
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}
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SyncLobbyInfo();
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SyncLobbyClients();
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SyncClientPing();
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break;
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}
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SyncLobbyInfo();
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SyncLobbyClients();
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SyncClientPing();
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break;
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}
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}
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}
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}
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@@ -866,54 +872,57 @@ namespace OpenRA.Server
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public void DropClient(Connection toDrop)
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{
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if (!PreConns.Remove(toDrop))
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lock (LobbyInfo)
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{
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Conns.Remove(toDrop);
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var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
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if (dropClient == null)
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return;
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var suffix = "";
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if (State == ServerState.GameStarted)
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suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? " (Team {0})".F(dropClient.Team) : "";
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SendMessage("{0}{1} has disconnected.".F(dropClient.Name, suffix));
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// Send disconnected order, even if still in the lobby
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DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize());
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LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
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LobbyInfo.ClientPings.RemoveAll(p => p.Index == toDrop.PlayerIndex);
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// Client was the server admin
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// TODO: Reassign admin for game in progress via an order
|
||||
if (Type == ServerType.Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers)
|
||||
if (!PreConns.Remove(toDrop))
|
||||
{
|
||||
// Remove any bots controlled by the admin
|
||||
LobbyInfo.Clients.RemoveAll(c => c.Bot != null && c.BotControllerClientIndex == toDrop.PlayerIndex);
|
||||
Conns.Remove(toDrop);
|
||||
|
||||
var nextAdmin = LobbyInfo.Clients.Where(c1 => c1.Bot == null)
|
||||
.MinByOrDefault(c => c.Index);
|
||||
var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
|
||||
if (dropClient == null)
|
||||
return;
|
||||
|
||||
if (nextAdmin != null)
|
||||
var suffix = "";
|
||||
if (State == ServerState.GameStarted)
|
||||
suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? " (Team {0})".F(dropClient.Team) : "";
|
||||
SendMessage("{0}{1} has disconnected.".F(dropClient.Name, suffix));
|
||||
|
||||
// Send disconnected order, even if still in the lobby
|
||||
DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize());
|
||||
|
||||
LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
|
||||
LobbyInfo.ClientPings.RemoveAll(p => p.Index == toDrop.PlayerIndex);
|
||||
|
||||
// Client was the server admin
|
||||
// TODO: Reassign admin for game in progress via an order
|
||||
if (Type == ServerType.Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers)
|
||||
{
|
||||
nextAdmin.IsAdmin = true;
|
||||
SendMessage("{0} is now the admin.".F(nextAdmin.Name));
|
||||
// Remove any bots controlled by the admin
|
||||
LobbyInfo.Clients.RemoveAll(c => c.Bot != null && c.BotControllerClientIndex == toDrop.PlayerIndex);
|
||||
|
||||
var nextAdmin = LobbyInfo.Clients.Where(c1 => c1.Bot == null)
|
||||
.MinByOrDefault(c => c.Index);
|
||||
|
||||
if (nextAdmin != null)
|
||||
{
|
||||
nextAdmin.IsAdmin = true;
|
||||
SendMessage("{0} is now the admin.".F(nextAdmin.Name));
|
||||
}
|
||||
}
|
||||
|
||||
DispatchOrders(toDrop, toDrop.MostRecentFrame, new[] { (byte)OrderType.Disconnect });
|
||||
|
||||
// All clients have left: clean up
|
||||
if (!Conns.Any())
|
||||
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
|
||||
t.ServerEmpty(this);
|
||||
|
||||
if (Conns.Any() || Type == ServerType.Dedicated)
|
||||
SyncLobbyClients();
|
||||
|
||||
if (Type != ServerType.Dedicated && dropClient.IsAdmin)
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
DispatchOrders(toDrop, toDrop.MostRecentFrame, new[] { (byte)OrderType.Disconnect });
|
||||
|
||||
// All clients have left: clean up
|
||||
if (!Conns.Any())
|
||||
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
|
||||
t.ServerEmpty(this);
|
||||
|
||||
if (Conns.Any() || Type == ServerType.Dedicated)
|
||||
SyncLobbyClients();
|
||||
|
||||
if (Type != ServerType.Dedicated && dropClient.IsAdmin)
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
try
|
||||
@@ -925,11 +934,14 @@ namespace OpenRA.Server
|
||||
|
||||
public void SyncLobbyInfo()
|
||||
{
|
||||
if (State == ServerState.WaitingPlayers) // Don't do this while the game is running, it breaks things!
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncInfo", LobbyInfo.Serialize(), true).Serialize());
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
if (State == ServerState.WaitingPlayers) // Don't do this while the game is running, it breaks things!
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncInfo", LobbyInfo.Serialize(), true).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void SyncLobbyClients()
|
||||
@@ -937,13 +949,16 @@ namespace OpenRA.Server
|
||||
if (State != ServerState.WaitingPlayers)
|
||||
return;
|
||||
|
||||
// TODO: Only need to sync the specific client that has changed to avoid conflicts!
|
||||
var clientData = LobbyInfo.Clients.Select(client => client.Serialize()).ToList();
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
// TODO: Only need to sync the specific client that has changed to avoid conflicts!
|
||||
var clientData = LobbyInfo.Clients.Select(client => client.Serialize()).ToList();
|
||||
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyClients", clientData.WriteToString(), true).Serialize());
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyClients", clientData.WriteToString(), true).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void SyncLobbySlots()
|
||||
@@ -951,13 +966,16 @@ namespace OpenRA.Server
|
||||
if (State != ServerState.WaitingPlayers)
|
||||
return;
|
||||
|
||||
// TODO: Don't sync all the slots if just one changed!
|
||||
var slotData = LobbyInfo.Slots.Select(slot => slot.Value.Serialize()).ToList();
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
// TODO: Don't sync all the slots if just one changed!
|
||||
var slotData = LobbyInfo.Slots.Select(slot => slot.Value.Serialize()).ToList();
|
||||
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbySlots", slotData.WriteToString(), true).Serialize());
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbySlots", slotData.WriteToString(), true).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void SyncLobbyGlobalSettings()
|
||||
@@ -965,86 +983,95 @@ namespace OpenRA.Server
|
||||
if (State != ServerState.WaitingPlayers)
|
||||
return;
|
||||
|
||||
var sessionData = new List<MiniYamlNode> { LobbyInfo.GlobalSettings.Serialize() };
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
var sessionData = new List<MiniYamlNode> { LobbyInfo.GlobalSettings.Serialize() };
|
||||
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyGlobalSettings", sessionData.WriteToString(), true).Serialize());
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyGlobalSettings", sessionData.WriteToString(), true).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
|
||||
t.LobbyInfoSynced(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void SyncClientPing()
|
||||
{
|
||||
// TODO: Split this further into per client ping orders
|
||||
var clientPings = LobbyInfo.ClientPings.Select(ping => ping.Serialize()).ToList();
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
// TODO: Split this further into per client ping orders
|
||||
var clientPings = LobbyInfo.ClientPings.Select(ping => ping.Serialize()).ToList();
|
||||
|
||||
// Note that syncing pings doesn't trigger INotifySyncLobbyInfo
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncClientPings", clientPings.WriteToString(), true).Serialize());
|
||||
// Note that syncing pings doesn't trigger INotifySyncLobbyInfo
|
||||
DispatchOrders(null, 0, Order.FromTargetString("SyncClientPings", clientPings.WriteToString(), true).Serialize());
|
||||
}
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
foreach (var listener in listeners)
|
||||
listener.Stop();
|
||||
|
||||
Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat));
|
||||
|
||||
// Drop any unvalidated clients
|
||||
foreach (var c in PreConns.ToArray())
|
||||
DropClient(c);
|
||||
|
||||
// Drop any players who are not ready
|
||||
foreach (var c in Conns.Where(c => GetClient(c).IsInvalid).ToArray())
|
||||
lock (LobbyInfo)
|
||||
{
|
||||
SendOrderTo(c, "ServerError", "You have been kicked from the server!");
|
||||
DropClient(c);
|
||||
}
|
||||
foreach (var listener in listeners)
|
||||
listener.Stop();
|
||||
|
||||
// HACK: Turn down the latency if there is only one real player
|
||||
if (LobbyInfo.NonBotClients.Count() == 1)
|
||||
LobbyInfo.GlobalSettings.OrderLatency = 1;
|
||||
Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat));
|
||||
|
||||
// Enable game saves for singleplayer missions only
|
||||
// TODO: Enable for multiplayer (non-dedicated servers only) once the lobby UI has been created
|
||||
LobbyInfo.GlobalSettings.GameSavesEnabled = Type != ServerType.Dedicated && LobbyInfo.NonBotClients.Count() == 1;
|
||||
// Drop any unvalidated clients
|
||||
foreach (var c in PreConns.ToArray())
|
||||
DropClient(c);
|
||||
|
||||
SyncLobbyInfo();
|
||||
State = ServerState.GameStarted;
|
||||
|
||||
foreach (var c in Conns)
|
||||
foreach (var d in Conns)
|
||||
DispatchOrdersToClient(c, d.PlayerIndex, int.MaxValue, new[] { (byte)OrderType.Disconnect });
|
||||
|
||||
if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
|
||||
GameSave = new GameSave();
|
||||
|
||||
var startGameData = "";
|
||||
if (GameSave != null)
|
||||
{
|
||||
GameSave.StartGame(LobbyInfo, Map);
|
||||
if (GameSave.LastOrdersFrame >= 0)
|
||||
// Drop any players who are not ready
|
||||
foreach (var c in Conns.Where(c => GetClient(c).IsInvalid).ToArray())
|
||||
{
|
||||
startGameData = new List<MiniYamlNode>()
|
||||
{
|
||||
new MiniYamlNode("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToString()),
|
||||
new MiniYamlNode("SaveSyncFrame", GameSave.LastSyncFrame.ToString())
|
||||
}.WriteToString();
|
||||
SendOrderTo(c, "ServerError", "You have been kicked from the server!");
|
||||
DropClient(c);
|
||||
}
|
||||
}
|
||||
|
||||
DispatchOrders(null, 0,
|
||||
Order.FromTargetString("StartGame", startGameData, true).Serialize());
|
||||
// HACK: Turn down the latency if there is only one real player
|
||||
if (LobbyInfo.NonBotClients.Count() == 1)
|
||||
LobbyInfo.GlobalSettings.OrderLatency = 1;
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<IStartGame>())
|
||||
t.GameStarted(this);
|
||||
// Enable game saves for singleplayer missions only
|
||||
// TODO: Enable for multiplayer (non-dedicated servers only) once the lobby UI has been created
|
||||
LobbyInfo.GlobalSettings.GameSavesEnabled = Type != ServerType.Dedicated && LobbyInfo.NonBotClients.Count() == 1;
|
||||
|
||||
if (GameSave != null && GameSave.LastOrdersFrame >= 0)
|
||||
{
|
||||
GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
|
||||
SyncLobbyInfo();
|
||||
State = ServerState.GameStarted;
|
||||
|
||||
foreach (var c in Conns)
|
||||
foreach (var d in Conns)
|
||||
DispatchOrdersToClient(c, d.PlayerIndex, int.MaxValue, new[] { (byte)OrderType.Disconnect });
|
||||
|
||||
if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
|
||||
GameSave = new GameSave();
|
||||
|
||||
var startGameData = "";
|
||||
if (GameSave != null)
|
||||
{
|
||||
foreach (var c in Conns)
|
||||
DispatchOrdersToClient(c, client, frame, data);
|
||||
});
|
||||
GameSave.StartGame(LobbyInfo, Map);
|
||||
if (GameSave.LastOrdersFrame >= 0)
|
||||
{
|
||||
startGameData = new List<MiniYamlNode>()
|
||||
{
|
||||
new MiniYamlNode("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToString()),
|
||||
new MiniYamlNode("SaveSyncFrame", GameSave.LastSyncFrame.ToString())
|
||||
}.WriteToString();
|
||||
}
|
||||
}
|
||||
|
||||
DispatchOrders(null, 0,
|
||||
Order.FromTargetString("StartGame", startGameData, true).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<IStartGame>())
|
||||
t.GameStarted(this);
|
||||
|
||||
if (GameSave != null && GameSave.LastOrdersFrame >= 0)
|
||||
{
|
||||
GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
|
||||
{
|
||||
foreach (var c in Conns)
|
||||
DispatchOrdersToClient(c, client, frame, data);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -21,25 +21,28 @@ namespace OpenRA.Mods.Common.Server
|
||||
{
|
||||
public void ClientJoined(OpenRA.Server.Server server, Connection conn)
|
||||
{
|
||||
if (server.LobbyInfo.ClientWithIndex(conn.PlayerIndex).IsAdmin)
|
||||
return;
|
||||
|
||||
var defaults = new Session.Global();
|
||||
LobbyCommands.LoadMapSettings(server, defaults, server.Map.Rules);
|
||||
|
||||
var options = server.Map.Rules.Actors["player"].TraitInfos<ILobbyOptions>()
|
||||
.Concat(server.Map.Rules.Actors["world"].TraitInfos<ILobbyOptions>())
|
||||
.SelectMany(t => t.LobbyOptions(server.Map.Rules));
|
||||
|
||||
var optionNames = new Dictionary<string, string>();
|
||||
foreach (var o in options)
|
||||
optionNames[o.Id] = o.Name;
|
||||
|
||||
foreach (var kv in server.LobbyInfo.GlobalSettings.LobbyOptions)
|
||||
lock (server.LobbyInfo)
|
||||
{
|
||||
if (!defaults.LobbyOptions.TryGetValue(kv.Key, out var def) || kv.Value.Value != def.Value)
|
||||
if (optionNames.TryGetValue(kv.Key, out var optionName))
|
||||
server.SendOrderTo(conn, "Message", optionName + ": " + kv.Value.Value);
|
||||
if (server.LobbyInfo.ClientWithIndex(conn.PlayerIndex).IsAdmin)
|
||||
return;
|
||||
|
||||
var defaults = new Session.Global();
|
||||
LobbyCommands.LoadMapSettings(server, defaults, server.Map.Rules);
|
||||
|
||||
var options = server.Map.Rules.Actors["player"].TraitInfos<ILobbyOptions>()
|
||||
.Concat(server.Map.Rules.Actors["world"].TraitInfos<ILobbyOptions>())
|
||||
.SelectMany(t => t.LobbyOptions(server.Map.Rules));
|
||||
|
||||
var optionNames = new Dictionary<string, string>();
|
||||
foreach (var o in options)
|
||||
optionNames[o.Id] = o.Name;
|
||||
|
||||
foreach (var kv in server.LobbyInfo.GlobalSettings.LobbyOptions)
|
||||
{
|
||||
if (!defaults.LobbyOptions.TryGetValue(kv.Key, out var def) || kv.Value.Value != def.Value)
|
||||
if (optionNames.TryGetValue(kv.Key, out var optionName))
|
||||
server.SendOrderTo(conn, "Message", optionName + ": " + kv.Value.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,7 +36,11 @@ namespace OpenRA.Mods.Common.Server
|
||||
lastPing = Game.RunTime;
|
||||
|
||||
// Ignore client timeout in singleplayer games to make debugging easier
|
||||
if (server.LobbyInfo.NonBotClients.Count() < 2 && server.Type != ServerType.Dedicated)
|
||||
var nonBotClientCount = 0;
|
||||
lock (server.LobbyInfo)
|
||||
nonBotClientCount = server.LobbyInfo.NonBotClients.Count();
|
||||
|
||||
if (nonBotClientCount < 2 && server.Type != ServerType.Dedicated)
|
||||
foreach (var c in server.Conns.ToList())
|
||||
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user