Files
OpenRA/OpenRA.Game/Server/Server.cs
Paul Chote 3df9efb95d Rework mod enumeration / caching.
- Replaced ModMetadata.AllMods with Game.Mods.
- Store / reference mod Manifest instead of ModMetadata.
- Removes engine dependency on ModContent class.
2016-08-08 22:36:07 +01:00

714 lines
20 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Generic;
using System.Globalization;
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
{
WaitingPlayers = 1,
GameStarted = 2,
ShuttingDown = 3
}
public class Server
{
public readonly IPAddress Ip;
public readonly int Port;
public readonly MersenneTwister Random = new MersenneTwister();
public readonly bool Dedicated;
// Valid player connections
public List<Connection> Conns = new List<Connection>();
// Pre-verified player connections
public List<Connection> PreConns = new List<Connection>();
public Session LobbyInfo;
public ServerSettings Settings;
public ModData ModData;
public List<string> TempBans = new List<string>();
// Managed by LobbyCommands
public MapPreview Map;
readonly int randomSeed;
readonly TcpListener listener;
readonly TypeDictionary serverTraits = new TypeDictionary();
XTimer gameTimeout;
protected volatile ServerState internalState = ServerState.WaitingPlayers;
public ServerState State
{
get { return internalState; }
protected 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;
c.Color = pr.LockColor ? pr.Color : c.PreferredColor;
}
static void SendData(Socket s, byte[] data)
{
var start = 0;
var length = data.Length;
// Non-blocking sends are free to send only part of the data
while (start < length)
{
SocketError error;
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;
}
}
public void Shutdown()
{
State = ServerState.ShuttingDown;
}
public void EndGame()
{
foreach (var t in serverTraits.WithInterface<IEndGame>())
t.GameEnded(this);
}
public Server(IPEndPoint endpoint, ServerSettings settings, ModData modData, bool dedicated)
{
Log.AddChannel("server", "server.log");
listener = new TcpListener(endpoint);
listener.Start();
var localEndpoint = (IPEndPoint)listener.LocalEndpoint;
Ip = localEndpoint.Address;
Port = localEndpoint.Port;
Dedicated = dedicated;
Settings = settings;
Settings.Name = OpenRA.Settings.SanitizedServerName(Settings.Name);
ModData = modData;
randomSeed = (int)DateTime.Now.ToBinary();
if (Settings.AllowPortForward)
UPnP.ForwardPort(Settings.ListenPort, Settings.ExternalPort).Wait();
foreach (var trait in modData.Manifest.ServerTraits)
serverTraits.Add(modData.ObjectCreator.CreateObject<ServerTrait>(trait));
LobbyInfo = new Session
{
GlobalSettings =
{
RandomSeed = randomSeed,
Map = settings.Map,
ServerName = settings.Name,
EnableSingleplayer = settings.EnableSingleplayer || !dedicated,
}
};
new Thread(_ =>
{
foreach (var t in serverTraits.WithInterface<INotifyServerStart>())
t.ServerStarted(this);
Log.Write("server", "Initial mod: {0}", ModData.Manifest.Id);
Log.Write("server", "Initial map: {0}", LobbyInfo.GlobalSettings.Map);
var timeout = serverTraits.WithInterface<ITick>().Min(t => t.TickTimeout);
for (;;)
{
var checkRead = new List<Socket>();
if (State == ServerState.WaitingPlayers)
checkRead.Add(listener.Server);
checkRead.AddRange(Conns.Select(c => c.Socket));
checkRead.AddRange(PreConns.Select(c => 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<ITick>())
t.Tick(this);
if (State == ServerState.ShuttingDown)
{
EndGame();
if (Settings.AllowPortForward)
UPnP.RemovePortForward().Wait();
break;
}
}
foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>())
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;
public int ChooseFreePlayerIndex()
{
return nextPlayerIndex++;
}
void AcceptConnection()
{
Socket newSocket;
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 doesn't 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.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(CultureInfo.InvariantCulture), 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 = OpenRA.Settings.SanitizedPlayerName(handshake.Client.Name),
IpAddress = ((IPEndPoint)newConn.Socket.RemoteEndPoint).Address.ToString(),
Index = newConn.PlayerIndex,
Slot = LobbyInfo.FirstEmptySlot(),
PreferredColor = handshake.Client.Color,
Color = handshake.Client.Color,
Faction = "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.Players[client.Slot]);
else
client.Color = HSLColor.FromRGB(255, 255, 255);
if (ModData.Manifest.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 { 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<IClientJoined>())
t.ClientJoined(this, newConn);
SyncLobbyInfo();
Log.Write("server", "{0} ({1}) has joined the game.",
client.Name, newConn.Socket.RemoteEndPoint);
if (Dedicated || !LobbyInfo.IsSinglePlayer)
SendMessage("{0} has joined the game.".F(client.Name));
// Send initial ping
SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
if (Dedicated)
{
var motdFile = Platform.ResolvePath("^", "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.IsSinglePlayer && Map.DefinesUnsafeCustomRules)
SendOrderTo(newConn, "Message", "This map contains custom rules. Game experience may change.");
if (!LobbyInfo.GlobalSettings.EnableSingleplayer)
SendOrderTo(newConn, "Message", "This server requires at least two human players to start a match.");
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 (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.");
}
catch (Exception ex)
{
Log.Write("server", "Dropping connection {0} because an error occurred:", newConn.Socket.RemoteEndPoint);
Log.Write("server", ex.ToString());
DropClient(newConn);
}
}
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(CultureInfo.InvariantCulture), e);
}
}
public void DispatchOrdersToClients(Connection conn, int frame, byte[] data)
{
var from = conn != null ? conn.PlayerIndex : 0;
foreach (var c in Conns.Except(conn).ToList())
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
{
while (ms.Position < ms.Length)
{
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());
if (Dedicated)
Console.WriteLine("[{0}] {1}".F(DateTime.Now.ToString(Settings.TimestampFormat), text));
}
void InterpretServerOrder(Connection conn, ServerOrder so)
{
switch (so.Name)
{
case "Command":
{
var handledBy = serverTraits.WithInterface<IInterpretCommand>()
.FirstOrDefault(t => t.InterpretCommand(this, conn, GetClient(conn), so.Data));
if (handledBy == null)
{
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 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;
}
}
}
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.Remove(toDrop))
{
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 (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())
TempBans.Clear();
if (Conns.Any() || Dedicated)
SyncLobbyClients();
if (!Dedicated && dropClient.IsAdmin)
Shutdown();
}
try
{
toDrop.Socket.Disconnect(false);
}
catch { }
}
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<INotifySyncLobbyInfo>())
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 = LobbyInfo.Clients.Select(client => client.Serialize()).ToList();
DispatchOrders(null, 0, new ServerOrder("SyncLobbyClients", clientData.WriteToString()).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncLobbySlots()
{
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();
DispatchOrders(null, 0, new ServerOrder("SyncLobbySlots", slotData.WriteToString()).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncLobbyGlobalSettings()
{
if (State != ServerState.WaitingPlayers)
return;
var sessionData = new List<MiniYamlNode> { LobbyInfo.GlobalSettings.Serialize() };
DispatchOrders(null, 0, new ServerOrder("SyncLobbyGlobalSettings", sessionData.WriteToString()).Serialize());
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();
DispatchOrders(null, 0, new ServerOrder("SyncClientPings", clientPings.WriteToString()).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void StartGame()
{
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())
{
SendOrderTo(c, "ServerError", "You have been kicked from the server!");
DropClient(c);
}
// HACK: Turn down the latency if there is only one real player
if (LobbyInfo.IsSinglePlayer)
LobbyInfo.GlobalSettings.OrderLatency = 1;
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<IStartGame>())
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;
}
}
}
}