#region Copyright & License Information /* * Copyright 2007-2021 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using System.Threading.Tasks; using OpenRA.FileFormats; using OpenRA.Network; using OpenRA.Primitives; using OpenRA.Support; using OpenRA.Traits; namespace OpenRA.Server { public enum ServerState { WaitingPlayers = 1, GameStarted = 2, ShuttingDown = 3 } public enum ServerType { Local = 0, Multiplayer = 1, Dedicated = 2 } public sealed class Server { public readonly string TwoHumansRequiredText = "This server requires at least two human players to start a match."; public readonly MersenneTwister Random = new MersenneTwister(); public readonly ServerType Type; public List Conns = new List(); public Session LobbyInfo; public ServerSettings Settings; public ModData ModData; public List TempBans = new List(); // Managed by LobbyCommands public MapPreview Map; public readonly MapStatusCache MapStatusCache; public GameSave GameSave = null; readonly int randomSeed; readonly List listeners = new List(); readonly TypeDictionary serverTraits = new TypeDictionary(); readonly PlayerDatabase playerDatabase; volatile ServerState internalState = ServerState.WaitingPlayers; readonly BlockingCollection events = new BlockingCollection(); ReplayRecorder recorder; GameInformation gameInfo; readonly List worldPlayers = new List(); public ServerState State { get => internalState; set => internalState = value; } public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr) { if (pr == null) return; if (pr.LockFaction) c.Faction = pr.Faction; if (pr.LockSpawn) c.SpawnPoint = pr.Spawn; if (pr.LockTeam) c.Team = pr.Team; if (pr.LockHandicap) c.Handicap = pr.Handicap; c.Color = pr.LockColor ? pr.Color : c.PreferredColor; } public void Shutdown() { State = ServerState.ShuttingDown; } public void EndGame() { foreach (var t in serverTraits.WithInterface()) t.GameEnded(this); recorder?.Dispose(); recorder = null; } // Craft a fake handshake request/response because that's the // only way to expose the Version and OrdersProtocol. public void RecordFakeHandshake() { var request = new HandshakeRequest { Mod = ModData.Manifest.Id, Version = ModData.Manifest.Metadata.Version, }; recorder.ReceiveFrame(0, 0, new Order("HandshakeRequest", null, false) { Type = OrderType.Handshake, IsImmediate = true, TargetString = request.Serialize(), }.Serialize()); var response = new HandshakeResponse() { Mod = ModData.Manifest.Id, Version = ModData.Manifest.Metadata.Version, OrdersProtocol = ProtocolVersion.Orders, Client = new Session.Client(), }; recorder.ReceiveFrame(0, 0, new Order("HandshakeResponse", null, false) { Type = OrderType.Handshake, IsImmediate = true, TargetString = response.Serialize(), }.Serialize()); } void MapStatusChanged(string uid, Session.MapStatus status) { lock (LobbyInfo) { if (LobbyInfo.GlobalSettings.Map == uid) LobbyInfo.GlobalSettings.MapStatus = status; SyncLobbyInfo(); } } public Server(List endpoints, ServerSettings settings, ModData modData, ServerType type) { Log.AddChannel("server", "server.log", true); SocketException lastException = null; foreach (var endpoint in endpoints) { var listener = new TcpListener(endpoint); try { try { listener.Server.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.IPv6Only, 1); } catch (Exception ex) { if (ex is SocketException || ex is ArgumentException) Log.Write("server", "Failed to set socket option on {0}: {1}", endpoint.ToString(), ex.Message); else throw; } listener.Start(); listeners.Add(listener); new Thread(() => { while (true) { if (State != ServerState.WaitingPlayers) { listener.Stop(); return; } // Use a 1s timeout so we can stop listening once the game starts if (listener.Server.Poll(1000000, SelectMode.SelectRead)) { try { events.Add(new ClientConnectEvent(listener.AcceptSocket())); } catch (Exception) { // Ignore the exception that may be generated if the connection // drops while we are trying to connect } } } }) { Name = $"Connection listener ({listener.LocalEndpoint})", IsBackground = true }.Start(); } catch (SocketException ex) { lastException = ex; Log.Write("server", "Failed to listen on {0}: {1}", endpoint.ToString(), ex.Message); } } if (listeners.Count == 0) throw lastException; Type = type; Settings = settings; Settings.Name = OpenRA.Settings.SanitizedServerName(Settings.Name); ModData = modData; playerDatabase = modData.Manifest.Get(); randomSeed = (int)DateTime.Now.ToBinary(); if (type != ServerType.Local && settings.EnableGeoIP) GeoIP.Initialize(); if (type != ServerType.Local) Nat.TryForwardPort(Settings.ListenPort, Settings.ListenPort); foreach (var trait in modData.Manifest.ServerTraits) serverTraits.Add(modData.ObjectCreator.CreateObject(trait)); serverTraits.TrimExcess(); Map = ModData.MapCache[settings.Map]; MapStatusCache = new MapStatusCache(modData, MapStatusChanged, type == ServerType.Dedicated && settings.EnableLintChecks); LobbyInfo = new Session { GlobalSettings = { RandomSeed = randomSeed, Map = Map.Uid, MapStatus = Session.MapStatus.Unknown, ServerName = settings.Name, EnableSingleplayer = settings.EnableSingleplayer || Type != ServerType.Dedicated, EnableSyncReports = settings.EnableSyncReports, GameUid = Guid.NewGuid().ToString(), Dedicated = Type == ServerType.Dedicated } }; if (Settings.RecordReplays && Type == ServerType.Dedicated) { recorder = new ReplayRecorder(() => { return Game.TimestampedFilename(extra: "-Server"); }); // We only need one handshake to initialize the replay. // Add it now, then ignore the redundant handshakes from each client RecordFakeHandshake(); } new Thread(_ => { // Initial status is set off the main thread to avoid triggering a load screen when joining a skirmish game LobbyInfo.GlobalSettings.MapStatus = MapStatusCache[Map]; foreach (var t in serverTraits.WithInterface()) t.ServerStarted(this); Log.Write("server", "Initial mod: {0}", ModData.Manifest.Id); Log.Write("server", "Initial map: {0}", LobbyInfo.GlobalSettings.Map); while (true) { if (State != ServerState.ShuttingDown) { if (events.TryTake(out var e, 1000)) e.Invoke(this); // PERF: Dedicated servers need to drain the action queue to remove references blocking the GC from cleaning up disposed objects. if (Type == ServerType.Dedicated) Game.PerformDelayedActions(); foreach (var t in serverTraits.WithInterface()) t.Tick(this); } if (State == ServerState.ShuttingDown) { EndGame(); if (type != ServerType.Local) Nat.TryRemovePortForward(); break; } } foreach (var t in serverTraits.WithInterface()) t.ServerShutdown(this); Conns.Clear(); }) { IsBackground = true }.Start(); } int nextPlayerIndex; public int ChooseFreePlayerIndex() { return nextPlayerIndex++; } void OnClientPacket(Connection conn, int frame, byte[] data) { events.Add(new ClientPacketEvent(conn, frame, data)); } void OnClientDisconnect(Connection conn) { events.Add(new ClientDisconnectEvent(conn)); } void AcceptConnection(Socket socket) { if (State != ServerState.WaitingPlayers) return; // Validate player identity by asking them to sign a random blob of data // which we can then verify against the player public key database var token = Convert.ToBase64String(OpenRA.Exts.MakeArray(256, _ => (byte)Random.Next())); var newConn = new Connection(socket, ChooseFreePlayerIndex(), token, OnClientPacket, OnClientDisconnect); try { // Send handshake and client index. var ms = new MemoryStream(8); ms.WriteArray(BitConverter.GetBytes(ProtocolVersion.Handshake)); ms.WriteArray(BitConverter.GetBytes(newConn.PlayerIndex)); newConn.SendData(ms.ToArray()); // Dispatch a handshake order var request = new HandshakeRequest { Mod = ModData.Manifest.Id, Version = ModData.Manifest.Metadata.Version, AuthToken = token }; DispatchOrdersToClient(newConn, 0, 0, new Order("HandshakeRequest", null, false) { Type = OrderType.Handshake, IsImmediate = true, TargetString = request.Serialize() }.Serialize()); } catch (Exception e) { Log.Write("server", $"Handshake for client {newConn.EndPoint} failed: {e}"); } Conns.Add(newConn); } void ValidateClient(Connection newConn, string data) { try { if (State == ServerState.GameStarted) { Log.Write("server", "Rejected connection from {0}; game is already started.", newConn.EndPoint); 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 ipAddress = ((IPEndPoint)newConn.EndPoint).Address; var client = new Session.Client { Name = OpenRA.Settings.SanitizedPlayerName(handshake.Client.Name), IPAddress = ipAddress.ToString(), AnonymizedIPAddress = Type != ServerType.Local && Settings.ShareAnonymizedIPs ? Session.AnonymizeIP(ipAddress) : null, Location = GeoIP.LookupCountry(ipAddress), Index = newConn.PlayerIndex, PreferredColor = handshake.Client.PreferredColor, Color = handshake.Client.Color, Faction = "Random", SpawnPoint = 0, Team = 0, Handicap = 0, State = Session.ClientState.Invalid, }; if (ModData.Manifest.Id != handshake.Mod) { Log.Write("server", "Rejected connection from {0}; mods do not match.", newConn.EndPoint); SendOrderTo(newConn, "ServerError", "Server is running an incompatible mod"); DropClient(newConn); return; } if (ModData.Manifest.Metadata.Version != handshake.Version) { Log.Write("server", "Rejected connection from {0}; Not running the same version.", newConn.EndPoint); SendOrderTo(newConn, "ServerError", "Server is running an incompatible version"); DropClient(newConn); return; } if (handshake.OrdersProtocol != ProtocolVersion.Orders) { Log.Write("server", "Rejected connection from {0}; incompatible Orders protocol version {1}.", newConn.EndPoint, handshake.OrdersProtocol); SendOrderTo(newConn, "ServerError", "Server is running an incompatible protocol"); 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.EndPoint); SendOrderTo(newConn, "ServerError", $"You have been {(Settings.Ban.Contains(client.IPAddress) ? "banned" : "temporarily banned")} from the server"); DropClient(newConn); return; } Action completeConnection = () => { lock (LobbyInfo) { client.Slot = LobbyInfo.FirstEmptySlot(); client.IsAdmin = !LobbyInfo.Clients.Any(c1 => c1.IsAdmin); if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators) { SendOrderTo(newConn, "ServerError", "The game is full"); DropClient(newConn); return; } if (client.Slot != null) SyncClientToPlayerReference(client, Map.Players.Players[client.Slot]); else client.Color = Color.White; // Promote connection to a valid client LobbyInfo.Clients.Add(client); newConn.Validated = true; var clientPing = new Session.ClientPing { Index = client.Index }; LobbyInfo.ClientPings.Add(clientPing); Log.Write("server", "Client {0}: Accepted connection from {1}.", newConn.PlayerIndex, newConn.EndPoint); if (client.Fingerprint != null) Log.Write("server", "Client {0}: Player fingerprint is {1}.", newConn.PlayerIndex, client.Fingerprint); foreach (var t in serverTraits.WithInterface()) t.ClientJoined(this, newConn); SyncLobbyInfo(); Log.Write("server", "{0} ({1}) has joined the game.", client.Name, newConn.EndPoint); if (Type != ServerType.Local) SendMessage($"{client.Name} has joined the game."); // Send initial ping SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture)); if (Type == ServerType.Dedicated) { var motdFile = Path.Combine(Platform.SupportDir, "motd.txt"); if (!File.Exists(motdFile)) File.WriteAllText(motdFile, "Welcome, have fun and good luck!"); var motd = File.ReadAllText(motdFile); if (!string.IsNullOrEmpty(motd)) SendOrderTo(newConn, "Message", motd); } if ((LobbyInfo.GlobalSettings.MapStatus & Session.MapStatus.UnsafeCustomRules) != 0) SendOrderTo(newConn, "Message", "This map contains custom rules. Game experience may change."); if (!LobbyInfo.GlobalSettings.EnableSingleplayer) SendOrderTo(newConn, "Message", TwoHumansRequiredText); else if (Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots)) SendOrderTo(newConn, "Message", "Bots have been disabled on this map."); } }; if (Type == ServerType.Local) { // Local servers can only be joined by the local client, so we can trust their identity without validation client.Fingerprint = handshake.Fingerprint; completeConnection(); } else if (!string.IsNullOrEmpty(handshake.Fingerprint) && !string.IsNullOrEmpty(handshake.AuthSignature)) { Task.Run(async () => { var httpClient = HttpClientFactory.Create(); var httpResponseMessage = await httpClient.GetAsync(playerDatabase.Profile + handshake.Fingerprint); var result = await httpResponseMessage.Content.ReadAsStringAsync(); PlayerProfile profile = null; try { var yaml = MiniYaml.FromString(result).First(); if (yaml.Key == "Player") { profile = FieldLoader.Load(yaml.Value); var publicKey = Encoding.ASCII.GetString(Convert.FromBase64String(profile.PublicKey)); var parameters = CryptoUtil.DecodePEMPublicKey(publicKey); if (!profile.KeyRevoked && CryptoUtil.VerifySignature(parameters, newConn.AuthToken, handshake.AuthSignature)) { client.Fingerprint = handshake.Fingerprint; Log.Write("server", "{0} authenticated as {1} (UID {2})", newConn.EndPoint, profile.ProfileName, profile.ProfileID); } else if (profile.KeyRevoked) { profile = null; Log.Write("server", "{0} failed to authenticate as {1} (key revoked)", newConn.EndPoint, handshake.Fingerprint); } else { profile = null; Log.Write("server", "{0} failed to authenticate as {1} (signature verification failed)", newConn.EndPoint, handshake.Fingerprint); } } else Log.Write("server", "{0} failed to authenticate as {1} (invalid server response: `{2}` is not `Player`)", newConn.EndPoint, handshake.Fingerprint, yaml.Key); } catch (Exception ex) { Log.Write("server", "{0} failed to authenticate as {1} (exception occurred)", newConn.EndPoint, handshake.Fingerprint); Log.Write("server", ex.ToString()); } events.Add(new CallbackEvent(() => { var notAuthenticated = Type == ServerType.Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any()); var blacklisted = Type == ServerType.Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID); var notWhitelisted = Type == ServerType.Dedicated && Settings.ProfileIDWhitelist.Any() && (profile == null || !Settings.ProfileIDWhitelist.Contains(profile.ProfileID)); if (notAuthenticated) { Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.EndPoint); SendOrderTo(newConn, "ServerError", "Server requires players to have an OpenRA forum account"); DropClient(newConn); } else if (blacklisted || notWhitelisted) { if (blacklisted) Log.Write("server", "Rejected connection from {0}; In server blacklist.", newConn.EndPoint); else Log.Write("server", "Rejected connection from {0}; Not in server whitelist.", newConn.EndPoint); SendOrderTo(newConn, "ServerError", "You do not have permission to join this server"); DropClient(newConn); } else completeConnection(); })); }); } else { if (Type == ServerType.Dedicated && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any())) { Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.EndPoint); SendOrderTo(newConn, "ServerError", "Server requires players to have an OpenRA forum account"); DropClient(newConn); } else completeConnection(); } } catch (Exception ex) { Log.Write("server", "Dropping connection {0} because an error occurred:", newConn.EndPoint); Log.Write("server", ex.ToString()); DropClient(newConn); } } byte[] CreateFrame(int client, int frame, byte[] data) { using (var ms = new MemoryStream(data.Length + 12)) { ms.WriteArray(BitConverter.GetBytes(data.Length + 4)); ms.WriteArray(BitConverter.GetBytes(client)); ms.WriteArray(BitConverter.GetBytes(frame)); ms.WriteArray(data); return ms.GetBuffer(); } } void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data) { DispatchFrameToClient(c, client, CreateFrame(client, frame, data)); } void DispatchFrameToClient(Connection c, int client, byte[] frameData) { try { c.SendData(frameData); } catch (Exception e) { DropClient(c); Log.Write("server", "Dropping client {0} because dispatching orders failed: {1}", client.ToString(CultureInfo.InvariantCulture), e); } } bool AnyUndefinedWinStates() { var lastTeam = -1; var remainingPlayers = gameInfo.Players.Where(p => p.Outcome == WinState.Undefined); foreach (var player in remainingPlayers) { if (lastTeam >= 0 && (player.Team != lastTeam || player.Team == 0)) return true; lastTeam = player.Team; } return false; } void SetPlayerDefeat(int playerIndex) { var defeatedPlayer = worldPlayers[playerIndex]; if (defeatedPlayer == null || defeatedPlayer.Outcome != WinState.Undefined) return; defeatedPlayer.Outcome = WinState.Lost; defeatedPlayer.OutcomeTimestampUtc = DateTime.UtcNow; // Set remaining players as winners if only one side remains if (!AnyUndefinedWinStates()) { var now = DateTime.UtcNow; var remainingPlayers = gameInfo.Players.Where(p => p.Outcome == WinState.Undefined); foreach (var winner in remainingPlayers) { winner.Outcome = WinState.Won; winner.OutcomeTimestampUtc = now; } } } void OutOfSync(int frame) { Log.Write("server", "Out of sync detected at frame {0}, cancel replay recording", frame); // Make sure the written file is not valid // TODO: storing a serverside replay on desync would be extremely useful recorder.Metadata = null; recorder.Dispose(); // Stop the recording recorder = null; } readonly Dictionary syncForFrame = new Dictionary(); int lastDefeatStateFrame; ulong lastDefeatState; void HandleSyncOrder(int frame, byte[] packet) { if (syncForFrame.TryGetValue(frame, out var existingSync)) { if (packet.Length != existingSync.Length) { OutOfSync(frame); return; } for (var i = 0; i < packet.Length; i++) { if (packet[i] != existingSync[i]) { OutOfSync(frame); return; } } } else { // Update player losses based on the new defeat state. // Do this once for the first player, the check above // guarantees a desync if any other player disagrees. var playerDefeatState = BitConverter.ToUInt64(packet, 1 + 4); if (frame > lastDefeatStateFrame && lastDefeatState != playerDefeatState) { var newDefeats = playerDefeatState & ~lastDefeatState; for (var i = 0; i < worldPlayers.Count; i++) if ((newDefeats & (1UL << i)) != 0) SetPlayerDefeat(i); lastDefeatState = playerDefeatState; lastDefeatStateFrame = frame; } syncForFrame.Add(frame, packet); } } public void DispatchOrdersToClients(Connection conn, int frame, byte[] data) { var from = conn.PlayerIndex; var frameData = CreateFrame(from, frame, data); foreach (var c in Conns.ToList()) if (c != conn && c.Validated) DispatchFrameToClient(c, from, frameData); RecordOrder(frame, data, from); } void RecordOrder(int frame, byte[] data, int from) { if (recorder != null) { recorder.ReceiveFrame(from, frame, data); if (data.Length > 0 && data[0] == (byte)OrderType.SyncHash) { if (data.Length == Order.SyncHashOrderLength) HandleSyncOrder(frame, data); else Log.Write("server", $"Dropped sync order with length {data.Length} from client {from}. Expected length {Order.SyncHashOrderLength}."); } } } public void DispatchServerOrdersToClients(Order order) { DispatchServerOrdersToClients(order.Serialize()); } public void DispatchServerOrdersToClients(byte[] data) { var from = 0; var frame = 0; var frameData = CreateFrame(from, frame, data); foreach (var c in Conns.ToList()) if (c.Validated) DispatchFrameToClient(c, from, frameData); RecordOrder(frame, data, from); } public void ReceiveOrders(Connection conn, int frame, byte[] data) { if (frame == 0) InterpretServerOrders(conn, data); else DispatchOrdersToClients(conn, frame, data); if (GameSave != null) GameSave.DispatchOrders(conn, frame, data); } void InterpretServerOrders(Connection conn, byte[] data) { var ms = new MemoryStream(data); var br = new BinaryReader(ms); try { while (ms.Position < ms.Length) { var o = Order.Deserialize(null, br); if (o != null) InterpretServerOrder(conn, o); } } catch (EndOfStreamException) { } catch (NotImplementedException) { } } public void SendOrderTo(Connection conn, string order, string data) { DispatchOrdersToClient(conn, 0, 0, Order.FromTargetString(order, data, true).Serialize()); } public void SendMessage(string text) { DispatchServerOrdersToClients(Order.FromTargetString("Message", text, true)); if (Type == ServerType.Dedicated) Console.WriteLine($"[{DateTime.Now.ToString(Settings.TimestampFormat)}] {text}"); } void InterpretServerOrder(Connection conn, Order o) { lock (LobbyInfo) { // Only accept handshake responses from unvalidated clients // Anything else may be an attempt to exploit the server if (!conn.Validated) { if (o.OrderString == "HandshakeResponse") ValidateClient(conn, o.TargetString); else { Log.Write("server", "Rejected connection from {0}; Order `{1}` is not a `HandshakeResponse`.", conn.EndPoint, o.OrderString); DropClient(conn); } return; } switch (o.OrderString) { case "Command": { var handledBy = serverTraits.WithInterface() .FirstOrDefault(t => t.InterpretCommand(this, conn, GetClient(conn), o.TargetString)); if (handledBy == null) { Log.Write("server", "Unknown server command: {0}", o.TargetString); SendOrderTo(conn, "Message", $"Unknown server command: {o.TargetString}"); } break; } case "Chat": DispatchOrdersToClients(conn, 0, o.Serialize()); break; case "Pong": { if (!OpenRA.Exts.TryParseInt64Invariant(o.TargetString, out var pingSent)) { Log.Write("server", "Invalid order pong payload: {0}", o.TargetString); break; } var client = GetClient(conn); if (client == null) return; var pingFromClient = LobbyInfo.PingFromClient(client); 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; } case "GameSaveTraitData": { if (GameSave != null) { var data = MiniYaml.FromString(o.TargetString)[0]; GameSave.AddTraitData(int.Parse(data.Key), data.Value); } break; } case "CreateGameSave": { if (GameSave != null) { // Sanitize potentially malicious input var filename = o.TargetString; var invalidIndex = -1; var invalidChars = Path.GetInvalidFileNameChars(); while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1) filename = filename.Remove(invalidIndex, 1); var baseSavePath = Path.Combine( Platform.SupportDir, "Saves", ModData.Manifest.Id, ModData.Manifest.Metadata.Version); if (!Directory.Exists(baseSavePath)) Directory.CreateDirectory(baseSavePath); GameSave.Save(Path.Combine(baseSavePath, filename)); DispatchServerOrdersToClients(Order.FromTargetString("GameSaved", filename, true)); } break; } case "LoadGameSave": { if (Type == ServerType.Dedicated || State >= ServerState.GameStarted) break; // Sanitize potentially malicious input var filename = o.TargetString; var invalidIndex = -1; var invalidChars = Path.GetInvalidFileNameChars(); while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1) filename = filename.Remove(invalidIndex, 1); var savePath = Path.Combine( Platform.SupportDir, "Saves", ModData.Manifest.Id, ModData.Manifest.Metadata.Version, filename); GameSave = new GameSave(savePath); LobbyInfo.GlobalSettings = GameSave.GlobalSettings; LobbyInfo.Slots = GameSave.Slots; // Reassign clients to slots // - Bot ordering is preserved // - Humans are assigned on a first-come-first-serve basis // - Leftover humans become spectators // Start by removing all bots and assigning all players as spectators foreach (var c in LobbyInfo.Clients) { if (c.Bot != null) { LobbyInfo.Clients.Remove(c); var ping = LobbyInfo.PingFromClient(c); if (ping != null) LobbyInfo.ClientPings.Remove(ping); } else c.Slot = null; } // Rebuild/remap the saved client state // TODO: Multiplayer saves should leave all humans as spectators so they can manually pick slots var adminClientIndex = LobbyInfo.Clients.First(c => c.IsAdmin).Index; foreach (var kv in GameSave.SlotClients) { if (kv.Value.Bot != null) { var bot = new Session.Client() { Index = ChooseFreePlayerIndex(), State = Session.ClientState.NotReady, BotControllerClientIndex = adminClientIndex }; kv.Value.ApplyTo(bot); LobbyInfo.Clients.Add(bot); } else { // This will throw if the server doesn't have enough human clients to fill all player slots // See TODO above - this isn't a problem in practice because MP saves won't use this var client = LobbyInfo.Clients.First(c => c.Slot == null); kv.Value.ApplyTo(client); } } SyncLobbyInfo(); SyncLobbyClients(); SyncClientPing(); break; } } } } public Session.Client GetClient(Connection conn) { if (conn == null) return null; return LobbyInfo.ClientWithIndex(conn.PlayerIndex); } public void DropClient(Connection toDrop) { lock (LobbyInfo) { 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 ? $" (Team {dropClient.Team})" : ""; SendMessage($"{dropClient.Name}{suffix} has disconnected."); // Send disconnected order, even if still in the lobby DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize()); if (gameInfo != null && !dropClient.IsObserver) { var disconnectedPlayer = gameInfo.Players.First(p => p.ClientIndex == toDrop.PlayerIndex); disconnectedPlayer.DisconnectFrame = toDrop.MostRecentFrame; } 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) { // 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($"{nextAdmin.Name} is now the admin."); } } var disconnectPacket = new MemoryStream(5); disconnectPacket.WriteByte((byte)OrderType.Disconnect); disconnectPacket.Write(toDrop.PlayerIndex); DispatchServerOrdersToClients(disconnectPacket.ToArray()); // All clients have left: clean up if (!Conns.Any(c => c.Validated)) foreach (var t in serverTraits.WithInterface()) t.ServerEmpty(this); if (Conns.Any(c => c.Validated) || Type == ServerType.Dedicated) SyncLobbyClients(); if (Type != ServerType.Dedicated && dropClient.IsAdmin) Shutdown(); } toDrop.Dispose(); } public void SyncLobbyInfo() { lock (LobbyInfo) { if (State == ServerState.WaitingPlayers) // Don't do this while the game is running, it breaks things! DispatchServerOrdersToClients(Order.FromTargetString("SyncInfo", LobbyInfo.Serialize(), true)); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } } public void SyncLobbyClients() { if (State != ServerState.WaitingPlayers) return; 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(); DispatchServerOrdersToClients(Order.FromTargetString("SyncLobbyClients", clientData.WriteToString(), true)); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } } public void SyncLobbySlots() { if (State != ServerState.WaitingPlayers) return; lock (LobbyInfo) { // TODO: Don't sync all the slots if just one changed! var slotData = LobbyInfo.Slots.Select(slot => slot.Value.Serialize()).ToList(); DispatchServerOrdersToClients(Order.FromTargetString("SyncLobbySlots", slotData.WriteToString(), true)); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } } public void SyncLobbyGlobalSettings() { if (State != ServerState.WaitingPlayers) return; lock (LobbyInfo) { var sessionData = new List { LobbyInfo.GlobalSettings.Serialize() }; DispatchServerOrdersToClients(Order.FromTargetString("SyncLobbyGlobalSettings", sessionData.WriteToString(), true)); foreach (var t in serverTraits.WithInterface()) t.LobbyInfoSynced(this); } } public void SyncClientPing() { 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 DispatchServerOrdersToClients(Order.FromTargetString("SyncClientPings", clientPings.WriteToString(), true)); } } public void StartGame() { lock (LobbyInfo) { Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat)); // Drop any players who are not ready foreach (var c in Conns.Where(c => !c.Validated || GetClient(c).IsInvalid).ToArray()) { SendOrderTo(c, "ServerError", "You have been kicked from the server!"); DropClient(c); } // 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; // Player list for win/loss tracking // HACK: NonCombatant and non-Playable players are set to null to simplify replay tracking // The null padding is needed to keep the player indexes in sync with world.Players on the clients // This will need to change if future code wants to use worldPlayers for other purposes var playerRandom = new MersenneTwister(LobbyInfo.GlobalSettings.RandomSeed); foreach (var cmpi in Map.WorldActorInfo.TraitInfos()) cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers, playerRandom); if (recorder != null) { gameInfo = new GameInformation { Mod = Game.ModData.Manifest.Id, Version = Game.ModData.Manifest.Metadata.Version, MapUid = Map.Uid, MapTitle = Map.Title, StartTimeUtc = DateTime.UtcNow, }; // Replay metadata should only include the playable players foreach (var p in worldPlayers) if (p != null) gameInfo.Players.Add(p); recorder.Metadata = new ReplayMetadata(gameInfo); } SyncLobbyInfo(); State = ServerState.GameStarted; if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled) GameSave = new GameSave(); var startGameData = ""; if (GameSave != null) { GameSave.StartGame(LobbyInfo, Map); if (GameSave.LastOrdersFrame >= 0) { startGameData = new List() { new MiniYamlNode("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToString()), new MiniYamlNode("SaveSyncFrame", GameSave.LastSyncFrame.ToString()) }.WriteToString(); } } DispatchServerOrdersToClients(Order.FromTargetString("StartGame", startGameData, true)); foreach (var t in serverTraits.WithInterface()) t.GameStarted(this); if (GameSave != null && GameSave.LastOrdersFrame >= 0) { GameSave.ParseOrders(LobbyInfo, (frame, client, data) => { foreach (var c in Conns) if (c.Validated) DispatchOrdersToClient(c, client, frame, data); }); } } } public ConnectionTarget GetEndpointForLocalConnection() { var endpoints = new List(); foreach (var listener in listeners) { var endpoint = (IPEndPoint)listener.LocalEndpoint; if (IPAddress.IPv6Any.Equals(endpoint.Address)) endpoints.Add(new DnsEndPoint(IPAddress.IPv6Loopback.ToString(), endpoint.Port)); else if (IPAddress.Any.Equals(endpoint.Address)) endpoints.Add(new DnsEndPoint(IPAddress.Loopback.ToString(), endpoint.Port)); else endpoints.Add(new DnsEndPoint(endpoint.Address.ToString(), endpoint.Port)); } return new ConnectionTarget(endpoints); } interface IServerEvent { void Invoke(Server server); } class ClientConnectEvent : IServerEvent { readonly Socket socket; public ClientConnectEvent(Socket socket) { this.socket = socket; } void IServerEvent.Invoke(Server server) { server.AcceptConnection(socket); } } class ClientDisconnectEvent : IServerEvent { readonly Connection connection; public ClientDisconnectEvent(Connection connection) { this.connection = connection; } void IServerEvent.Invoke(Server server) { server.DropClient(connection); } } class ClientPacketEvent : IServerEvent { readonly Connection connection; readonly int frame; readonly byte[] data; public ClientPacketEvent(Connection connection, int frame, byte[] data) { this.connection = connection; this.frame = frame; this.data = data; } void IServerEvent.Invoke(Server server) { server.ReceiveOrders(connection, frame, data); } } class CallbackEvent : IServerEvent { readonly Action action; public CallbackEvent(Action action) { this.action = action; } void IServerEvent.Invoke(Server server) { action(); } } } }