Files
OpenRA/OpenRA.Game/Server/Server.cs
2025-11-02 03:05:19 +00:00

1553 lines
46 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Diagnostics;
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;
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,
Skirmish = 1,
Multiplayer = 2,
Dedicated = 3
}
public sealed class Server
{
[FluentReference]
const string CustomRules = "notification-custom-rules";
[FluentReference]
const string BotsDisabled = "notification-map-bots-disabled";
[FluentReference]
const string TwoHumansRequired = "notification-two-humans-required";
[FluentReference]
const string ErrorGameStarted = "notification-error-game-started";
[FluentReference]
const string RequiresPassword = "notification-requires-password";
[FluentReference]
const string IncorrectPassword = "notification-incorrect-password";
[FluentReference]
const string IncompatibleMod = "notification-incompatible-mod";
[FluentReference]
const string IncompatibleVersion = "notification-incompatible-version";
[FluentReference]
const string IncompatibleProtocol = "notification-incompatible-protocol";
[FluentReference]
const string Banned = "notification-you-were-banned";
[FluentReference]
const string TempBanned = "notification-you-were-temp-banned";
[FluentReference]
const string Full = "notification-game-full";
[FluentReference("player")]
const string Joined = "notification-joined";
[FluentReference]
const string RequiresAuthentication = "notification-requires-authentication";
[FluentReference]
const string NoPermission = "notification-no-permission-to-join";
[FluentReference("command")]
const string UnknownServerCommand = "notification-unknown-server-command";
[FluentReference("player")]
const string LobbyDisconnected = "notification-lobby-disconnected";
[FluentReference("player")]
const string PlayerDisconnected = "notification-player-disconnected";
[FluentReference("player", "team")]
const string PlayerTeamDisconnected = "notification-team-player-disconnected";
[FluentReference("player")]
const string ObserverDisconnected = "notification-observer-disconnected";
[FluentReference("player")]
const string NewAdmin = "notification-new-admin";
[FluentReference]
const string YouWereKicked = "notification-you-were-kicked";
[FluentReference]
const string GameStarted = "notification-game-started";
public readonly MersenneTwister Random = new();
public readonly ServerType Type;
public bool IsMultiplayer => Type == ServerType.Dedicated || Type == ServerType.Multiplayer;
public readonly List<Connection> Conns = new();
public Session LobbyInfo;
public ServerSettings Settings;
public ModData ModData;
public List<string> TempBans = new();
// Managed by LobbyCommands
public MapPreview Map;
public readonly MapStatusCache MapStatusCache;
public GameSave GameSave;
public HashSet<string> MapPool;
// Default to the next frame for ServerType.Local - MP servers take the value from the selected GameSpeed.
public int OrderLatency = 1;
readonly int randomSeed;
readonly List<TcpListener> listeners = new();
readonly TypeDictionary serverTraits = new();
readonly PlayerDatabase playerDatabase;
OrderBuffer orderBuffer;
volatile ServerState internalState = ServerState.WaitingPlayers;
readonly BlockingCollection<IServerEvent> events = new();
ReplayRecorder recorder;
GameInformation gameInfo;
readonly List<GameInformation.Player> worldPlayers = new();
readonly Stopwatch pingUpdated = Stopwatch.StartNew();
public readonly VoteKickTracker VoteKickTracker;
readonly PlayerMessageTracker playerMessageTracker;
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<IEndGame>())
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<IPEndPoint> 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) when (ex is SocketException || ex is ArgumentException)
{
Log.Write("server", $"Failed to set socket option on {endpoint}: {ex.Message}");
}
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 ConnectionConnectEvent(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 {endpoint}: {ex.Message}");
}
}
if (listeners.Count == 0)
throw lastException;
Type = type;
Settings = settings;
Settings.Name = Game.Settings.SanitizedServerName(Settings.Name);
ModData = modData;
playerDatabase = modData.Manifest.Get<PlayerDatabase>();
randomSeed = (int)DateTime.Now.ToBinary();
if (IsMultiplayer && settings.EnableGeoIP)
GeoIP.Initialize();
if (IsMultiplayer)
Nat.TryForwardPort(Settings.ListenPort, Settings.ListenPort);
foreach (var trait in modData.Manifest.ServerTraits)
serverTraits.Add(modData.ObjectCreator.CreateObject<ServerTrait>(trait));
serverTraits.TrimExcess();
MapStatusCache = new MapStatusCache(modData, MapStatusChanged, type == ServerType.Dedicated && settings.EnableLintChecks);
playerMessageTracker = new PlayerMessageTracker(this, DispatchOrdersToClient, SendFluentMessageTo);
VoteKickTracker = new VoteKickTracker(this);
LobbyInfo = new Session
{
GlobalSettings =
{
RandomSeed = randomSeed,
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(() => 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(_ =>
{
// Note: at least one of these is required to set the initial LobbyInfo.Map and MapStatus
foreach (var t in serverTraits.WithInterface<INotifyServerStart>())
t.ServerStarted(this);
Log.Write("server", $"Initial mod: {ModData.Manifest.Id}");
Log.Write("server", $"Initial map: {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<ITick>())
t.Tick(this);
if (State == ServerState.GameStarted)
{
foreach (var (playerIndex, scale) in orderBuffer.GetTickScales())
{
var frame = CreateTickScaleFrame(scale);
var con = Conns.SingleOrDefault(c => c.PlayerIndex == playerIndex);
if (con != null && con.Validated)
DispatchFrameToClient(con, playerIndex, frame);
}
}
}
if (State == ServerState.ShuttingDown)
{
EndGame();
if (IsMultiplayer)
Nat.TryRemovePortForward();
break;
}
}
foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>())
t.ServerShutdown(this);
// Make sure to immediately close connections after the server is shutdown, we don't want to keep clients waiting
foreach (var c in Conns)
c.Dispose();
Conns.Clear();
})
{ IsBackground = true }.Start();
}
int nextPlayerIndex;
public int ChooseFreePlayerIndex()
{
return nextPlayerIndex++;
}
internal void OnConnectionPacket(Connection conn, int frame, byte[] data)
{
events.Add(new ConnectionPacketEvent(conn, frame, data));
}
internal void OnConnectionPing(Connection conn, int[] pingHistory, byte queueLength)
{
events.Add(new ConnectionPingEvent(conn, pingHistory, queueLength));
}
internal void OnConnectionDisconnect(Connection conn)
{
events.Add(new ConnectionDisconnectEvent(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(this, socket, token);
try
{
// Send handshake and client index.
var ms = new MemoryStream(8);
ms.Write(ProtocolVersion.Handshake);
ms.Write(newConn.PlayerIndex);
newConn.TrySendData(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, string name)
{
try
{
if (State == ServerState.GameStarted)
{
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; game is already started.");
SendOrderTo(newConn, "ServerError", ErrorGameStarted);
DropClient(newConn);
return;
}
var handshake = HandshakeResponse.Deserialize(data, name);
if (!string.IsNullOrEmpty(Settings.Password) && handshake.Password != Settings.Password)
{
var message = string.IsNullOrEmpty(handshake.Password) ? RequiresPassword : IncorrectPassword;
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 = IsMultiplayer && 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 {newConn.EndPoint}; mods do not match.");
SendOrderTo(newConn, "ServerError", IncompatibleMod);
DropClient(newConn);
return;
}
if (ModData.Manifest.Metadata.Version != handshake.Version)
{
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; Not running the same version.");
SendOrderTo(newConn, "ServerError", IncompatibleVersion);
DropClient(newConn);
return;
}
if (handshake.OrdersProtocol != ProtocolVersion.Orders)
{
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; incompatible Orders protocol version {handshake.OrdersProtocol}.");
SendOrderTo(newConn, "ServerError", IncompatibleProtocol);
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 {newConn.EndPoint}; Banned.");
var message = Settings.Ban.Contains(client.IPAddress) ? Banned : TempBanned;
SendOrderTo(newConn, "ServerError", message);
DropClient(newConn);
return;
}
void CompleteConnection()
{
lock (LobbyInfo)
{
client.Slot = LobbyInfo.FirstEmptySlot();
client.IsAdmin = !LobbyInfo.Clients.Any(c => c.IsAdmin);
if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators)
{
SendOrderTo(newConn, "ServerError", 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;
// Disable chat UI to stop the client sending messages that we know we will reject
if (!client.IsAdmin && Settings.FloodLimitJoinCooldown > 0)
playerMessageTracker.DisableChatUI(newConn, Settings.FloodLimitJoinCooldown);
Log.Write("server", $"Client {newConn.PlayerIndex}: Accepted connection from {newConn.EndPoint}.");
if (client.Fingerprint != null)
Log.Write("server", $"Client {newConn.PlayerIndex}: Player fingerprint is {client.Fingerprint}.");
foreach (var t in serverTraits.WithInterface<IClientJoined>())
t.ClientJoined(this, newConn);
SyncLobbyInfo();
Log.Write("server", $"{client.Name} ({newConn.EndPoint}) has joined the game.");
SendFluentMessage(Joined, "player", client.Name);
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)
SendFluentMessageTo(newConn, CustomRules);
if (!LobbyInfo.GlobalSettings.EnableSingleplayer)
SendFluentMessageTo(newConn, TwoHumansRequired);
else if (Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
SendFluentMessageTo(newConn, BotsDisabled);
}
}
if (!IsMultiplayer)
{
// 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 () =>
{
PlayerProfile profile = null;
try
{
var httpClient = HttpClientFactory.Create();
var url = playerDatabase.Profile + handshake.Fingerprint;
var httpResponseMessage = await httpClient.GetAsync(url);
var result = await httpResponseMessage.Content.ReadAsStreamAsync();
var yaml = MiniYaml.FromStream(result, url).First();
if (yaml.Key == "Player")
{
profile = FieldLoader.Load<PlayerProfile>(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", $"{newConn.EndPoint} authenticated as {profile.ProfileName} (UID {profile.ProfileID})");
}
else if (profile.KeyRevoked)
{
profile = null;
Log.Write("server", $"{newConn.EndPoint} failed to authenticate as {handshake.Fingerprint} (key revoked)");
}
else
{
profile = null;
Log.Write("server", $"{newConn.EndPoint} failed to authenticate as {handshake.Fingerprint} (signature verification failed)");
}
}
else
Log.Write("server", $"{newConn.EndPoint} failed to authenticate as {handshake.Fingerprint} (invalid server response: `{yaml.Key}` is not `Player`)");
}
catch (Exception ex)
{
Log.Write("server", $"{newConn.EndPoint} failed to authenticate as {handshake.Fingerprint} (exception occurred)");
Log.Write("server", ex.ToString());
}
events.Add(new CallbackEvent(() =>
{
var notAuthenticated = Type == ServerType.Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Length > 0);
var blacklisted = Type == ServerType.Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID);
var notWhitelisted = Type == ServerType.Dedicated && Settings.ProfileIDWhitelist.Length > 0 &&
(profile == null || !Settings.ProfileIDWhitelist.Contains(profile.ProfileID));
if (notAuthenticated)
{
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; Not authenticated.");
SendOrderTo(newConn, "ServerError", RequiresAuthentication);
DropClient(newConn);
}
else if (blacklisted || notWhitelisted)
{
if (blacklisted)
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; In server blacklist.");
else
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; Not in server whitelist.");
SendOrderTo(newConn, "ServerError", NoPermission);
DropClient(newConn);
}
else
CompleteConnection();
}));
});
}
else
{
if (Type == ServerType.Dedicated && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Length > 0))
{
Log.Write("server", $"Rejected connection from {newConn.EndPoint}; Not authenticated.");
SendOrderTo(newConn, "ServerError", RequiresAuthentication);
DropClient(newConn);
}
else
CompleteConnection();
}
}
catch (Exception ex)
{
Log.Write("server", $"Dropping connection {newConn.EndPoint} because an error occurred:");
Log.Write("server", ex.ToString());
DropClient(newConn);
}
}
static byte[] CreateFrame(int client, int frame, byte[] data)
{
var ms = new MemoryStream(data.Length + 12);
ms.Write(data.Length + 4);
ms.Write(client);
ms.Write(frame);
ms.Write(data);
return ms.GetBuffer();
}
static byte[] CreateAckFrame(int frame, byte count)
{
var ms = new MemoryStream(14);
ms.Write(6);
ms.Write(0);
ms.Write(frame);
ms.WriteByte((byte)OrderType.Ack);
ms.WriteByte(count);
return ms.GetBuffer();
}
static byte[] CreateTickScaleFrame(float scale)
{
var ms = new MemoryStream(17);
ms.Write(9);
ms.Write(0);
ms.Write(0);
ms.WriteByte((byte)OrderType.TickScale);
ms.Write(scale);
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)
{
if (!c.TrySendData(frameData))
{
DropClient(c);
Log.Write("server", $"Dropping client {client.ToString(CultureInfo.InvariantCulture)} because dispatching orders failed!");
}
}
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 {frame}, cancel replay recording");
// Make sure the written file is not valid
// TODO: storing a serverside replay on desync would be extremely useful
if (recorder != null)
{
recorder.Metadata = null;
recorder.Dispose();
}
// Stop the recording
recorder = null;
}
readonly Dictionary<int, byte[]> syncForFrame = new();
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)
{
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, int frame = 0)
{
const int From = 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)
{
// Make sure we don't accidentally forward on orders from clients who we have just dropped
if (!Conns.Contains(conn))
return;
if (frame == 0)
InterpretServerOrders(conn, data);
else
{
// Non-immediate orders must be projected into the future so that all players can
// apply them on the same world tick. We can do this directly when forwarding the
// packet on to other clients, but sending the same data back to the client that
// sent it just to update the frame number would be wasteful. We instead send them
// a separate Ack packet that tells them to apply the order from a locally stored queue.
// TODO: Replace static latency with a dynamic order buffering system
if (data.Length == 0 || data[0] != (byte)OrderType.SyncHash)
{
frame += OrderLatency;
DispatchFrameToClient(conn, conn.PlayerIndex, CreateAckFrame(frame, 1));
orderBuffer.AddOrderTimestamp(conn.PlayerIndex);
// Track the last frame for each client so the disconnect handling can write
// an EndOfOrders marker with the correct frame number.
// TODO: This should be handled by the order buffering system too
conn.LastOrdersFrame = frame;
}
DispatchOrdersToClients(conn, frame, data);
}
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)
WriteLineWithTimeStamp(text);
}
public void SendFluentMessage(string key, params object[] args)
{
var text = FluentMessage.Serialize(key, args);
DispatchServerOrdersToClients(Order.FromTargetString("FluentMessage", text, true));
if (Type == ServerType.Dedicated)
WriteLineWithTimeStamp(FluentProvider.GetMessage(key, args));
}
public void SendFluentMessageTo(Connection conn, string key, object[] args = null)
{
var text = FluentMessage.Serialize(key, args);
DispatchOrdersToClient(conn, 0, 0, Order.FromTargetString("FluentMessage", text, true).Serialize());
}
void WriteLineWithTimeStamp(string line)
{
Console.WriteLine($"[{DateTime.Now.ToString(Settings.TimestampFormat, CultureInfo.CurrentCulture)}] {line}");
}
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, o.OrderString);
else
{
Log.Write("server", $"Rejected connection from {conn.EndPoint}; Order `{o.OrderString}` is not a `HandshakeResponse`.");
DropClient(conn);
}
return;
}
switch (o.OrderString)
{
case "Command":
{
if (!InterpretCommand(o.TargetString, conn))
{
Log.Write("server", $"Unknown server command: {o.TargetString}");
SendFluentMessageTo(conn, UnknownServerCommand, new object[] { "command", o.TargetString });
}
break;
}
case "Chat":
{
var client = GetClient(conn);
Console.WriteLine($"[{DateTime.Now.ToString(Settings.TimestampFormat)}] {client.Name}: {o.TargetString}");
if (Type == ServerType.Local || !playerMessageTracker.IsPlayerAtFloodLimit(conn))
DispatchOrdersToClients(conn, 0, o.Serialize());
break;
}
case "GameSaveTraitData":
{
if (GameSave != null)
{
var data = MiniYaml.FromString(o.TargetString, o.OrderString)[0];
GameSave.AddTraitData(OpenRA.Exts.ParseInt32Invariant(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);
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();
break;
}
}
}
}
public void ReceivePing(Connection conn, int[] pingHistory)
{
// Levels set relative to the default order lag of 3 net ticks (360ms)
// TODO: Adjust this once dynamic lag is implemented
var latency = pingHistory.Sum() / pingHistory.Length;
var quality = latency < 240 ? Session.ConnectionQuality.Good :
latency < 360 ? Session.ConnectionQuality.Moderate :
Session.ConnectionQuality.Poor;
lock (LobbyInfo)
{
foreach (var c in LobbyInfo.Clients)
if (c.Index == conn.PlayerIndex || (c.Bot != null && c.BotControllerClientIndex == conn.PlayerIndex))
c.ConnectionQuality = quality;
// Update ping without forcing a full update
// Note that syncing pings doesn't trigger INotifySyncLobbyInfo
if (pingUpdated.ElapsedMilliseconds > 5000)
{
var nodes = new List<MiniYamlNode>();
foreach (var c in LobbyInfo.Clients)
nodes.Add(new MiniYamlNode($"ConnectionQuality@{c.Index}", FieldSaver.FormatValue(c.ConnectionQuality)));
DispatchServerOrdersToClients(Order.FromTargetString("SyncConnectionQuality", nodes.WriteToString(), true));
pingUpdated.Restart();
}
}
}
public Session.Client GetClient(Connection conn)
{
if (conn == null)
return null;
return LobbyInfo.ClientWithIndex(conn.PlayerIndex);
}
public bool HasClientWonOrLost(Session.Client client) =>
worldPlayers.FirstOrDefault(p => p?.ClientIndex == client.Index)?.Outcome != WinState.Undefined;
public void DropClient(Connection toDrop)
{
lock (LobbyInfo)
{
orderBuffer?.RemovePlayer(toDrop.PlayerIndex);
Conns.Remove(toDrop);
var dropClient = LobbyInfo.Clients.FirstOrDefault(c => c.Index == toDrop.PlayerIndex);
if (dropClient == null)
{
toDrop.Dispose();
return;
}
if (State == ServerState.GameStarted)
{
if (dropClient.IsObserver)
SendFluentMessage(ObserverDisconnected, "player", dropClient.Name);
else if (dropClient.Team > 0)
SendFluentMessage(PlayerTeamDisconnected, "player", dropClient.Name, "team", dropClient.Team);
else
SendFluentMessage(PlayerDisconnected, "player", dropClient.Name);
}
else
SendFluentMessage(LobbyDisconnected, "player", dropClient.Name);
LobbyInfo.Clients.RemoveAll(c => c.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;
SendFluentMessage(NewAdmin, "player", nextAdmin.Name);
}
}
var disconnectPacket = new MemoryStream(5);
disconnectPacket.WriteByte((byte)OrderType.Disconnect);
disconnectPacket.Write(toDrop.PlayerIndex);
DispatchServerOrdersToClients(disconnectPacket.ToArray(), toDrop.LastOrdersFrame + 1);
if (gameInfo != null)
foreach (var player in gameInfo.Players.Where(p => p.ClientIndex == toDrop.PlayerIndex))
player.DisconnectFrame = toDrop.LastOrdersFrame + 1;
// All clients have left: clean up
if (!Conns.Any(c => c.Validated))
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
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<INotifySyncLobbyInfo>())
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.ConvertAll(client => client.Serialize());
DispatchServerOrdersToClients(Order.FromTargetString("SyncLobbyClients", clientData.WriteToString(), true));
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
// The full LobbyInfo includes ping info, so we can delay the next partial ping update
// TODO: Replace the special-case ping updates with more general LobbyInfo delta updates
pingUpdated.Restart();
}
}
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<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
}
public void SyncLobbyGlobalSettings()
{
if (State != ServerState.WaitingPlayers)
return;
lock (LobbyInfo)
{
var sessionData = new List<MiniYamlNode> { LobbyInfo.GlobalSettings.Serialize() };
DispatchServerOrdersToClients(Order.FromTargetString("SyncLobbyGlobalSettings", sessionData.WriteToString(), true));
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
}
public void StartGame()
{
lock (LobbyInfo)
{
WriteLineWithTimeStamp(FluentProvider.GetMessage(GameStarted));
// Drop any players who are not ready
foreach (var c in Conns.Where(c => !c.Validated || GetClient(c).IsInvalid).ToArray())
{
SendOrderTo(c, "ServerError", YouWereKicked);
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<ICreatePlayersInfo>())
cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers, playerRandom);
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);
if (recorder != null)
recorder.Metadata = new ReplayMetadata(gameInfo);
SyncLobbyInfo();
var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
var gameSpeedName = LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
var gameSpeed = gameSpeeds.Speeds[gameSpeedName];
orderBuffer = new OrderBuffer();
orderBuffer.Start(gameSpeed, Conns.Where(c => c.Validated).Select(c => c.PlayerIndex));
State = ServerState.GameStarted;
if (IsMultiplayer)
OrderLatency = gameSpeed.OrderLatency;
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<MiniYamlNode>()
{
new("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToStringInvariant()),
new("SaveSyncFrame", GameSave.LastSyncFrame.ToStringInvariant())
}.WriteToString();
}
}
DispatchServerOrdersToClients(Order.FromTargetString("StartGame", startGameData, true));
foreach (var t in serverTraits.WithInterface<IStartGame>())
t.GameStarted(this);
var firstFrame = 1;
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);
});
firstFrame += GameSave.LastOrdersFrame;
}
// ReceiveOrders projects player orders into the future so that all players can
// apply them on the same world tick.
// Clients require every frame to have an orders packet associated with it, so we must
// inject an empty packet for each frame that we are skipping forwards.
// TODO: Replace static latency with a dynamic order buffering system
var conns = Conns.Where(c => c.Validated).ToList();
foreach (var from in conns)
{
for (var i = 0; i < OrderLatency; i++)
{
from.LastOrdersFrame = firstFrame + i;
var frameData = CreateFrame(from.PlayerIndex, from.LastOrdersFrame, Array.Empty<byte>());
foreach (var to in conns)
DispatchFrameToClient(to, from.PlayerIndex, frameData);
RecordOrder(from.LastOrdersFrame, Array.Empty<byte>(), from.PlayerIndex);
GameSave?.DispatchOrders(from, from.LastOrdersFrame, Array.Empty<byte>());
}
}
}
}
public bool InterpretCommand(string command, Connection conn)
{
foreach (var t in serverTraits.WithInterface<IInterpretCommand>())
if (t.InterpretCommand(this, conn, GetClient(conn), command))
return true;
return false;
}
public ConnectionTarget GetEndpointForLocalConnection()
{
var endpoints = new List<DnsEndPoint>();
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);
}
public bool MapIsUnknown(string uid)
{
if (string.IsNullOrEmpty(uid))
return true;
var status = ModData.MapCache[uid].Status;
return status != MapStatus.Available && status != MapStatus.DownloadAvailable;
}
public bool MapIsKnown(string uid)
{
if (string.IsNullOrEmpty(uid))
return false;
if (MapPool != null && !MapPool.Contains(uid))
return false;
var status = ModData.MapCache[uid].Status;
return status == MapStatus.Available || status == MapStatus.DownloadAvailable;
}
interface IServerEvent { void Invoke(Server server); }
sealed class ConnectionConnectEvent : IServerEvent
{
readonly Socket socket;
public ConnectionConnectEvent(Socket socket)
{
this.socket = socket;
}
void IServerEvent.Invoke(Server server)
{
server.AcceptConnection(socket);
}
}
sealed class ConnectionDisconnectEvent : IServerEvent
{
readonly Connection connection;
public ConnectionDisconnectEvent(Connection connection)
{
this.connection = connection;
}
void IServerEvent.Invoke(Server server)
{
server.DropClient(connection);
}
}
sealed class ConnectionPacketEvent : IServerEvent
{
readonly Connection connection;
readonly int frame;
readonly byte[] data;
public ConnectionPacketEvent(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);
}
}
sealed class ConnectionPingEvent : IServerEvent
{
readonly Connection connection;
readonly int[] pingHistory;
// TODO: future net code changes
#pragma warning disable IDE0052
readonly byte queueLength;
#pragma warning restore IDE0052
public ConnectionPingEvent(Connection connection, int[] pingHistory, byte queueLength)
{
this.connection = connection;
this.pingHistory = pingHistory;
this.queueLength = queueLength;
}
void IServerEvent.Invoke(Server server)
{
server.ReceivePing(connection, pingHistory);
}
}
sealed class CallbackEvent : IServerEvent
{
readonly Action action;
public CallbackEvent(Action action)
{
this.action = action;
}
void IServerEvent.Invoke(Server server)
{
action();
}
}
}
}