#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net; using System.Net.Sockets; using System.Threading; using OpenRA.Graphics; using OpenRA.Network; using OpenRA.Primitives; using OpenRA.Support; using XTimer = System.Timers.Timer; namespace OpenRA.Server { public enum ServerState : int { WaitingPlayers = 1, GameStarted = 2, ShuttingDown = 3 } public class Server { public readonly IPAddress Ip; public readonly int Port; int randomSeed; public readonly MersenneTwister Random = new MersenneTwister(); // Valid player connections public List Conns = new List(); // Pre-verified player connections public List PreConns = new List(); TcpListener listener = null; TypeDictionary serverTraits = new TypeDictionary(); public Session LobbyInfo; public ServerSettings Settings; public ModData ModData; public Map Map; XTimer gameTimeout; public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr) { if (pr == null) return; if (pr.LockColor) c.Color = pr.Color; else c.Color = c.PreferredColor; if (pr.LockRace) c.Country = pr.Race; if (pr.LockSpawn) c.SpawnPoint = pr.Spawn; if (pr.LockTeam) c.Team = pr.Team; } static void SendData(Socket s, byte[] data) { var start = 0; var length = data.Length; SocketError error; // Non-blocking sends are free to send only part of the data while (start < length) { var sent = s.Send(data, start, length - start, SocketFlags.None, out error); if (error == SocketError.WouldBlock) { Log.Write("server", "Non-blocking send of {0} bytes failed. Falling back to blocking send.", length - start); s.Blocking = true; sent = s.Send(data, start, length - start, SocketFlags.None); s.Blocking = false; } else if (error != SocketError.Success) throw new SocketException((int)error); start += sent; } } protected volatile ServerState internalState = new ServerState(); public ServerState State { get { return internalState; } protected set { internalState = value; } } public List TempBans = new List(); public void Shutdown() { State = ServerState.ShuttingDown; } public void EndGame() { foreach (var t in serverTraits.WithInterface()) t.GameEnded(this); } public Server(IPEndPoint endpoint, ServerSettings settings, ModData modData) { Log.AddChannel("server", "server.log"); internalState = ServerState.WaitingPlayers; listener = new TcpListener(endpoint); listener.Start(); var localEndpoint = (IPEndPoint)listener.LocalEndpoint; Ip = localEndpoint.Address; Port = localEndpoint.Port; Settings = settings; ModData = modData; randomSeed = (int)DateTime.Now.ToBinary(); if (Settings.AllowPortForward) UPnP.ForwardPort(3600); foreach (var trait in modData.Manifest.ServerTraits) serverTraits.Add(modData.ObjectCreator.CreateObject(trait)); LobbyInfo = new Session(); LobbyInfo.GlobalSettings.RandomSeed = randomSeed; LobbyInfo.GlobalSettings.Map = settings.Map; LobbyInfo.GlobalSettings.ServerName = settings.Name; LobbyInfo.GlobalSettings.Dedicated = settings.Dedicated; FieldLoader.Load(LobbyInfo.GlobalSettings, modData.Manifest.LobbyDefaults); foreach (var t in serverTraits.WithInterface()) t.ServerStarted(this); Log.Write("server", "Initial mod: {0}", ModData.Manifest.Mod.Id); Log.Write("server", "Initial map: {0}", LobbyInfo.GlobalSettings.Map); new Thread(_ => { var timeout = serverTraits.WithInterface().Min(t => t.TickTimeout); for (;;) { var checkRead = new List(); if (State == ServerState.WaitingPlayers) checkRead.Add(listener.Server); foreach (var c in Conns) checkRead.Add(c.Socket); foreach (var c in PreConns) checkRead.Add(c.Socket); if (checkRead.Count > 0) Socket.Select(checkRead, null, null, timeout); if (State == ServerState.ShuttingDown) { EndGame(); break; } foreach (var s in checkRead) if (s == listener.Server) AcceptConnection(); else if (PreConns.Count > 0) { var p = PreConns.SingleOrDefault(c => c.Socket == s); if (p != null) p.ReadData(this); } else if (Conns.Count > 0) { var conn = Conns.SingleOrDefault(c => c.Socket == s); if (conn != null) conn.ReadData(this); } foreach (var t in serverTraits.WithInterface()) t.Tick(this); if (State == ServerState.ShuttingDown) { EndGame(); if (Settings.AllowPortForward) UPnP.RemovePortforward(); break; } } foreach (var t in serverTraits.WithInterface()) t.ServerShutdown(this); PreConns.Clear(); Conns.Clear(); try { listener.Stop(); } catch { } }) { IsBackground = true }.Start(); } /* lobby rework TODO: * - "teams together" option for team games -- will eliminate most need * for manual spawnpoint choosing. */ int nextPlayerIndex = 0; public int ChooseFreePlayerIndex() { return nextPlayerIndex++; } void AcceptConnection() { Socket newSocket = null; try { if (!listener.Server.IsBound) return; newSocket = listener.AcceptSocket(); } catch (Exception e) { /* TODO: Could have an exception here when listener 'goes away' when calling AcceptConnection! */ /* Alternative would be to use locking but the listener doesnt go away without a reason. */ Log.Write("server", "Accepting the connection failed.", e); return; } var newConn = new Connection { Socket = newSocket }; try { newConn.Socket.Blocking = false; newConn.Socket.NoDelay = true; // assign the player number. newConn.PlayerIndex = ChooseFreePlayerIndex(); SendData(newConn.Socket, BitConverter.GetBytes(ProtocolVersion.Version)); SendData(newConn.Socket, BitConverter.GetBytes(newConn.PlayerIndex)); PreConns.Add(newConn); // Dispatch a handshake order var request = new HandshakeRequest() { Mod = ModData.Manifest.Mod.Id, Version = ModData.Manifest.Mod.Version, Map = LobbyInfo.GlobalSettings.Map }; DispatchOrdersToClient(newConn, 0, 0, new ServerOrder("HandshakeRequest", request.Serialize()).Serialize()); } catch (Exception e) { DropClient(newConn); Log.Write("server", "Dropping client {0} because handshake failed: {1}", newConn.PlayerIndex.ToString(), e); } } void ValidateClient(Connection newConn, string data) { try { if (State == ServerState.GameStarted) { Log.Write("server", "Rejected connection from {0}; game is already started.", newConn.Socket.RemoteEndPoint); SendOrderTo(newConn, "ServerError", "The game has already started"); DropClient(newConn); return; } var handshake = HandshakeResponse.Deserialize(data); if (!string.IsNullOrEmpty(Settings.Password) && handshake.Password != Settings.Password) { var message = string.IsNullOrEmpty(handshake.Password) ? "Server requires a password" : "Incorrect password"; SendOrderTo(newConn, "AuthenticationError", message); DropClient(newConn); return; } var client = new Session.Client() { Name = handshake.Client.Name, IpAddress = ((IPEndPoint)newConn.Socket.RemoteEndPoint).Address.ToString(), Index = newConn.PlayerIndex, Slot = LobbyInfo.FirstEmptySlot(), PreferredColor = handshake.Client.Color, Color = handshake.Client.Color, Country = "random", SpawnPoint = 0, Team = 0, State = Session.ClientState.Invalid, IsAdmin = !LobbyInfo.Clients.Any(c1 => c1.IsAdmin) }; if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators) { SendOrderTo(newConn, "ServerError", "The game is full"); DropClient(newConn); return; } if (client.Slot != null) SyncClientToPlayerReference(client, Map.Players[client.Slot]); else client.Color = HSLColor.FromRGB(255, 255, 255); if (ModData.Manifest.Mod.Id != handshake.Mod) { Log.Write("server", "Rejected connection from {0}; mods do not match.", newConn.Socket.RemoteEndPoint); SendOrderTo(newConn, "ServerError", "Server is running an incompatible mod"); DropClient(newConn); return; } if (ModData.Manifest.Mod.Version != handshake.Version && !LobbyInfo.GlobalSettings.AllowVersionMismatch) { Log.Write("server", "Rejected connection from {0}; Not running the same version.", newConn.Socket.RemoteEndPoint); SendOrderTo(newConn, "ServerError", "Server is running an incompatible version"); DropClient(newConn); return; } // Check if IP is banned var bans = Settings.Ban.Union(TempBans); if (bans.Contains(client.IpAddress)) { Log.Write("server", "Rejected connection from {0}; Banned.", newConn.Socket.RemoteEndPoint); SendOrderTo(newConn, "ServerError", "You have been {0} from the server".F(Settings.Ban.Contains(client.IpAddress) ? "banned" : "temporarily banned")); DropClient(newConn); return; } // Promote connection to a valid client PreConns.Remove(newConn); Conns.Add(newConn); LobbyInfo.Clients.Add(client); var clientPing = new Session.ClientPing(); clientPing.Index = client.Index; LobbyInfo.ClientPings.Add(clientPing); Log.Write("server", "Client {0}: Accepted connection from {1}.", newConn.PlayerIndex, newConn.Socket.RemoteEndPoint); foreach (var t in serverTraits.WithInterface()) t.ClientJoined(this, newConn); SyncLobbyInfo(); SendMessage("{0} has joined the game.".F(client.Name)); // Send initial ping SendOrderTo(newConn, "Ping", Game.RunTime.ToString()); if (Settings.Dedicated) { var motdFile = Platform.ResolvePath("^", "motd.txt"); if (!File.Exists(motdFile)) System.IO.File.WriteAllText(motdFile, "Welcome, have fun and good luck!"); var motd = System.IO.File.ReadAllText(motdFile); if (!string.IsNullOrEmpty(motd)) SendOrderTo(newConn, "Message", motd); } if (handshake.Mod == "{DEV_VERSION}") SendMessage("{0} is running an unversioned development build, ".F(client.Name) + "and may desynchronize the game state if they have incompatible rules."); SetOrderLag(); } catch (Exception) { DropClient(newConn); } } void SetOrderLag() { if (LobbyInfo.IsSinglePlayer) LobbyInfo.GlobalSettings.OrderLatency = 1; else LobbyInfo.GlobalSettings.OrderLatency = 3; SyncLobbyGlobalSettings(); } void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data) { try { SendData(c.Socket, BitConverter.GetBytes(data.Length + 4)); SendData(c.Socket, BitConverter.GetBytes(client)); SendData(c.Socket, BitConverter.GetBytes(frame)); SendData(c.Socket, data); } catch (Exception e) { DropClient(c); Log.Write("server", "Dropping client {0} because dispatching orders failed: {1}", client.ToString(), e); } } public void DispatchOrdersToClients(Connection conn, int frame, byte[] data) { var from = conn != null ? conn.PlayerIndex : 0; foreach (var c in Conns.Except(conn).ToArray()) DispatchOrdersToClient(c, from, frame, data); } public void DispatchOrders(Connection conn, int frame, byte[] data) { if (frame == 0 && conn != null) InterpretServerOrders(conn, data); else DispatchOrdersToClients(conn, frame, data); } void InterpretServerOrders(Connection conn, byte[] data) { var ms = new MemoryStream(data); var br = new BinaryReader(ms); try { for (;;) { var so = ServerOrder.Deserialize(br); if (so == null) return; InterpretServerOrder(conn, so); } } catch (EndOfStreamException) { } catch (NotImplementedException) { } } public void SendOrderTo(Connection conn, string order, string data) { DispatchOrdersToClient(conn, 0, 0, new ServerOrder(order, data).Serialize()); } public void SendMessage(string text) { DispatchOrdersToClients(null, 0, new ServerOrder("Message", text).Serialize()); } void InterpretServerOrder(Connection conn, ServerOrder so) { switch (so.Name) { case "Command": { var handled = false; foreach (var t in serverTraits.WithInterface()) if (handled = t.InterpretCommand(this, conn, GetClient(conn), so.Data)) break; if (!handled) { Log.Write("server", "Unknown server command: {0}", so.Data); SendOrderTo(conn, "Message", "Unknown server command: {0}".F(so.Data)); } break; } case "HandshakeResponse": ValidateClient(conn, so.Data); break; case "Chat": case "TeamChat": case "PauseGame": DispatchOrdersToClients(conn, 0, so.Serialize()); break; case "Pong": { int pingSent; if (!OpenRA.Exts.TryParseIntegerInvariant(so.Data, out pingSent)) { Log.Write("server", "Invalid order pong payload: {0}", so.Data); break; } var pingFromClient = LobbyInfo.PingFromClient(GetClient(conn)); if (pingFromClient == null) return; var history = pingFromClient.LatencyHistory.ToList(); history.Add(Game.RunTime - pingSent); // Cap ping history at 5 values (25 seconds) if (history.Count > 5) history.RemoveRange(0, history.Count - 5); pingFromClient.Latency = history.Sum() / history.Count; pingFromClient.LatencyJitter = (history.Max() - history.Min()) / 2; pingFromClient.LatencyHistory = history.ToArray(); SyncClientPing(); break; } } } public Session.Client GetClient(Connection conn) { return LobbyInfo.ClientWithIndex(conn.PlayerIndex); } public void DropClient(Connection toDrop) { DropClient(toDrop, toDrop.MostRecentFrame); } public void DropClient(Connection toDrop, int frame) { if (PreConns.Contains(toDrop)) PreConns.Remove(toDrop); else { Conns.Remove(toDrop); var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex); if (dropClient == null) return; 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, new ServerOrder("Disconnected", "").Serialize()); LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex); // Client was the server admin // TODO: Reassign admin for game in progress via an order if (LobbyInfo.GlobalSettings.Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers) { // 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, frame, new byte[] { 0xbf }); if (!Conns.Any()) { FieldLoader.Load(LobbyInfo.GlobalSettings, ModData.Manifest.LobbyDefaults); TempBans.Clear(); } if (Conns.Any() || LobbyInfo.GlobalSettings.Dedicated) SyncLobbyClients(); if (!LobbyInfo.GlobalSettings.Dedicated && dropClient.IsAdmin) Shutdown(); } try { toDrop.Socket.Disconnect(false); } catch { } SetOrderLag(); } public void SyncLobbyInfo() { if (State == ServerState.WaitingPlayers) // Don't do this while the game is running, it breaks things! DispatchOrders(null, 0, new ServerOrder("SyncInfo", LobbyInfo.Serialize()).Serialize()); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } public void SyncLobbyClients() { if (State != ServerState.WaitingPlayers) return; // TODO: only need to sync the specific client that has changed to avoid conflicts var clientData = new List(); foreach (var client in LobbyInfo.Clients) clientData.Add(client.Serialize()); DispatchOrders(null, 0, new ServerOrder("SyncLobbyClients", clientData.WriteToString()).Serialize()); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } public void SyncLobbySlots() { if (State != ServerState.WaitingPlayers) return; // TODO: don't sync all the slots if just one changed var slotData = new List(); foreach (var slot in LobbyInfo.Slots) slotData.Add(slot.Value.Serialize()); DispatchOrders(null, 0, new ServerOrder("SyncLobbySlots", slotData.WriteToString()).Serialize()); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } public void SyncLobbyGlobalSettings() { if (State != ServerState.WaitingPlayers) return; var sessionData = new List(); sessionData.Add(LobbyInfo.GlobalSettings.Serialize()); DispatchOrders(null, 0, new ServerOrder("SyncLobbyGlobalSettings", sessionData.WriteToString()).Serialize()); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } public void SyncClientPing() { // TODO: split this further into per client ping orders var clientPings = new List(); foreach (var ping in LobbyInfo.ClientPings) clientPings.Add(ping.Serialize()); DispatchOrders(null, 0, new ServerOrder("SyncClientPings", clientPings.WriteToString()).Serialize()); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } public void StartGame() { listener.Stop(); Console.WriteLine("Game started"); // Drop any unvalidated clients foreach (var c in PreConns.ToArray()) DropClient(c); // Drop any players who are not ready foreach (var c in Conns.ToArray()) { if (GetClient(c).IsInvalid) { SendOrderTo(c, "ServerError", "You have been kicked from the server"); DropClient(c); } } SyncLobbyInfo(); State = ServerState.GameStarted; foreach (var c in Conns) foreach (var d in Conns) DispatchOrdersToClient(c, d.PlayerIndex, 0x7FFFFFFF, new byte[] { 0xBF }); DispatchOrders(null, 0, new ServerOrder("StartGame", "").Serialize()); foreach (var t in serverTraits.WithInterface()) t.GameStarted(this); // Check TimeOut if (Settings.TimeOut > 10000) { gameTimeout = new XTimer(Settings.TimeOut); gameTimeout.Elapsed += (_, e) => { Console.WriteLine("Timeout at {0}!!!", e.SignalTime); Environment.Exit(0); }; gameTimeout.Enabled = true; } } } }