Files
OpenRA/OpenRA.Game/Network/UnitOrders.cs
Matthias Mailänder 736b169319 sanitize player names
2015-05-23 15:07:13 +02:00

323 lines
9.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Network
{
static class UnitOrders
{
static Player FindPlayerByClient(this World world, Session.Client c)
{
/* TODO: this is still a hack.
* the cases we're trying to avoid are the extra players on the host's client -- Neutral, other MapPlayers,..*/
return world.Players.FirstOrDefault(
p => (p.ClientIndex == c.Index && p.PlayerReference.Playable));
}
public static void ProcessOrder(OrderManager orderManager, World world, int clientId, Order order)
{
if (world != null)
{
if (!world.WorldActor.TraitsImplementing<IValidateOrder>().All(vo =>
vo.OrderValidation(orderManager, world, clientId, order)))
return;
}
switch (order.OrderString)
{
case "Chat":
{
var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
if (client != null)
{
var player = world != null ? world.FindPlayerByClient(client) : null;
var suffix = (player != null && player.WinState == WinState.Lost) ? " (Dead)" : "";
suffix = client.IsObserver ? " (Spectator)" : suffix;
if (orderManager.LocalClient != null && client != orderManager.LocalClient && client.Team > 0 && client.Team == orderManager.LocalClient.Team)
suffix += " (Ally)";
Game.AddChatLine(client.Color.RGB, client.Name + suffix, order.TargetString);
}
else
Game.AddChatLine(Color.White, "(player {0})".F(clientId), order.TargetString);
break;
}
case "Message": // Server message
Game.AddChatLine(Color.White, "Server", order.TargetString);
break;
case "Disconnected": /* reports that the target player disconnected */
{
var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
if (client != null)
client.State = Session.ClientState.Disconnected;
break;
}
case "TeamChat":
{
var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
if (client != null)
{
if (world == null)
{
if (orderManager.LocalClient != null && client.Team == orderManager.LocalClient.Team)
Game.AddChatLine(client.Color.RGB, client.Name + " (Team)",
order.TargetString);
}
else
{
var player = world.FindPlayerByClient(client);
if (player == null) return;
if ((world.LocalPlayer != null && player.Stances[world.LocalPlayer] == Stance.Ally) || player.WinState == WinState.Lost)
{
var suffix = player.WinState == WinState.Lost ? " (Dead)" : " (Team)";
Game.AddChatLine(client.Color.RGB, client.Name + suffix, order.TargetString);
}
}
}
break;
}
case "StartGame":
{
if (Game.ModData.MapCache[orderManager.LobbyInfo.GlobalSettings.Map].Status != MapStatus.Available)
{
Game.Disconnect();
Game.LoadShellMap();
// TODO: After adding a startup error dialog, notify the replay load failure.
break;
}
Game.AddChatLine(Color.White, "Server", "The game has started.");
Game.StartGame(orderManager.LobbyInfo.GlobalSettings.Map, WorldType.Regular);
break;
}
case "PauseGame":
{
var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
if (client != null)
{
var pause = order.TargetString == "Pause";
if (orderManager.World.Paused != pause && !world.LobbyInfo.IsSinglePlayer)
{
var pausetext = "The game is {0} by {1}".F(pause ? "paused" : "un-paused", client.Name);
Game.AddChatLine(Color.White, "", pausetext);
}
orderManager.World.Paused = pause;
orderManager.World.PredictedPaused = pause;
}
break;
}
case "HandshakeRequest":
{
// Switch to the server's mod if we need and are able to
var mod = Game.ModData.Manifest.Mod;
var request = HandshakeRequest.Deserialize(order.TargetString);
ModMetadata serverMod;
if (request.Mod != mod.Id &&
ModMetadata.AllMods.TryGetValue(request.Mod, out serverMod) &&
serverMod.Version == request.Version)
{
var replay = orderManager.Connection as ReplayConnection;
var launchCommand = replay != null ?
"Launch.Replay=" + replay.Filename :
"Launch.Connect=" + orderManager.Host + ":" + orderManager.Port;
Game.ModData.LoadScreen.Display();
Game.InitializeMod(request.Mod, new Arguments(launchCommand));
break;
}
Game.Settings.Player.Name = Settings.SanitizedPlayerName(Game.Settings.Player.Name);
Game.Settings.Save();
// Otherwise send the handshake with our current settings and let the server reject us
var info = new Session.Client()
{
Name = Game.Settings.Player.Name,
PreferredColor = Game.Settings.Player.Color,
Color = Game.Settings.Player.Color,
Race = "Random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.Invalid
};
var response = new HandshakeResponse()
{
Client = info,
Mod = mod.Id,
Version = mod.Version,
Password = orderManager.Password
};
orderManager.IssueOrder(Order.HandshakeResponse(response.Serialize()));
break;
}
case "ServerError":
{
orderManager.ServerError = order.TargetString;
orderManager.AuthenticationFailed = false;
break;
}
case "AuthenticationError":
{
orderManager.ServerError = order.TargetString;
orderManager.AuthenticationFailed = true;
break;
}
case "SyncInfo":
{
orderManager.LobbyInfo = Session.Deserialize(order.TargetString);
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
case "SyncLobbyClients":
{
var clients = new List<Session.Client>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "Client")
clients.Add(Session.Client.Deserialize(node.Value));
}
orderManager.LobbyInfo.Clients = clients;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbySlots":
{
var slots = new Dictionary<string, Session.Slot>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "Slot")
{
var slot = Session.Slot.Deserialize(node.Value);
slots.Add(slot.PlayerReference, slot);
}
}
orderManager.LobbyInfo.Slots = slots;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbyGlobalSettings":
{
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "GlobalSettings")
orderManager.LobbyInfo.GlobalSettings = Session.Global.Deserialize(node.Value);
}
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
case "SyncClientPings":
{
var pings = new List<Session.ClientPing>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "ClientPing")
pings.Add(Session.ClientPing.Deserialize(node.Value));
}
orderManager.LobbyInfo.ClientPings = pings;
break;
}
case "SetStance":
{
if (!Game.OrderManager.LobbyInfo.GlobalSettings.FragileAlliances)
return;
var targetPlayer = order.Player.World.Players.FirstOrDefault(p => p.InternalName == order.TargetString);
var newStance = (Stance)order.ExtraData;
order.Player.SetStance(targetPlayer, newStance);
Game.Debug("{0} has set diplomatic stance vs {1} to {2}",
order.Player.PlayerName, targetPlayer.PlayerName, newStance);
// automatically declare war reciprocally
if (newStance == Stance.Enemy && targetPlayer.Stances[order.Player] == Stance.Ally)
{
targetPlayer.SetStance(order.Player, newStance);
Game.Debug("{0} has reciprocated", targetPlayer.PlayerName);
}
break;
}
case "Ping":
{
orderManager.IssueOrder(Order.Pong(order.TargetString));
break;
}
default:
{
if (!order.IsImmediate)
{
var self = order.Subject;
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<IResolveOrder>())
t.ResolveOrder(self, order);
}
break;
}
}
}
static void SetOrderLag(OrderManager o)
{
if (o.FramesAhead != o.LobbyInfo.GlobalSettings.OrderLatency && !o.GameStarted)
{
o.FramesAhead = o.LobbyInfo.GlobalSettings.OrderLatency;
Log.Write("server", "Order lag is now {0} frames.", o.LobbyInfo.GlobalSettings.OrderLatency);
}
}
}
}