Game is paused when PAUSE on the keyboard has been hit. It can also be unpaused this way.
434 lines
12 KiB
C#
434 lines
12 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Network;
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namespace OpenRA.Server
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{
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public class Server
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{
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// Valid player connections
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public List<Connection> conns = new List<Connection>();
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// Pre-verified player connections
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public List<Connection> preConns = new List<Connection>();
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TcpListener listener = null;
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Dictionary<int, List<Connection>> inFlightFrames
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= new Dictionary<int, List<Connection>>();
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TypeDictionary ServerTraits = new TypeDictionary();
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public Session lobbyInfo;
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public bool GameStarted = false;
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public readonly IPAddress Ip;
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public readonly int Port;
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int randomSeed;
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public readonly Thirdparty.Random Random = new Thirdparty.Random();
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public ServerSettings Settings;
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public ModData ModData;
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public Map Map;
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volatile bool shutdown = false;
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public void Shutdown() { shutdown = true; }
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public Server(IPEndPoint endpoint, string[] mods, ServerSettings settings, ModData modData)
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{
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Log.AddChannel("server", "server.log");
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listener = new TcpListener(endpoint);
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listener.Start();
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var localEndpoint = (IPEndPoint)listener.LocalEndpoint;
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Ip = localEndpoint.Address;
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Port = localEndpoint.Port;
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Settings = settings;
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ModData = modData;
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randomSeed = (int)DateTime.Now.ToBinary();
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foreach (var trait in modData.Manifest.ServerTraits)
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ServerTraits.Add( modData.ObjectCreator.CreateObject<ServerTrait>(trait) );
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lobbyInfo = new Session( mods );
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lobbyInfo.GlobalSettings.RandomSeed = randomSeed;
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lobbyInfo.GlobalSettings.Map = settings.Map;
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lobbyInfo.GlobalSettings.ServerName = settings.Name;
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foreach (var t in ServerTraits.WithInterface<INotifyServerStart>())
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t.ServerStarted(this);
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Log.Write("server", "Initial mods: ");
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foreach( var m in lobbyInfo.GlobalSettings.Mods )
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Log.Write("server","- {0}", m);
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Log.Write("server", "Initial map: {0}",lobbyInfo.GlobalSettings.Map);
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new Thread( _ =>
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{
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var timeout = ServerTraits.WithInterface<ITick>().Min(t => t.TickTimeout);
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for( ; ; )
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{
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var checkRead = new ArrayList();
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checkRead.Add( listener.Server );
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foreach( var c in conns ) checkRead.Add( c.socket );
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foreach( var c in preConns ) checkRead.Add( c.socket );
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Socket.Select( checkRead, null, null, timeout );
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if (shutdown)
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break;
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foreach( Socket s in checkRead )
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if( s == listener.Server ) AcceptConnection();
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else if (preConns.Count > 0)
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{
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var p = preConns.SingleOrDefault( c => c.socket == s );
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if (p != null) p.ReadData( this );
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}
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else if (conns.Count > 0) conns.Single( c => c.socket == s ).ReadData( this );
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foreach (var t in ServerTraits.WithInterface<ITick>())
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t.Tick(this);
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if (shutdown)
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break;
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}
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GameStarted = false;
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foreach (var t in ServerTraits.WithInterface<INotifyServerShutdown>())
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t.ServerShutdown(this);
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preConns.Clear();
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conns.Clear();
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try { listener.Stop(); }
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catch { }
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} ) { IsBackground = true }.Start();
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}
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/* lobby rework todo:
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* - "teams together" option for team games -- will eliminate most need
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* for manual spawnpoint choosing.
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*/
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int nextPlayerIndex = 0;
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public int ChooseFreePlayerIndex()
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{
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return nextPlayerIndex++;
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}
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void AcceptConnection()
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{
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Socket newSocket = null;
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try
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{
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if (!listener.Server.IsBound) return;
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newSocket = listener.AcceptSocket();
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}
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catch
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{
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/* could have an exception here when listener 'goes away' when calling AcceptConnection! */
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/* alternative would be to use locking but the listener doesnt go away without a reason */
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return;
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}
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var newConn = new Connection { socket = newSocket };
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try
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{
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newConn.socket.Blocking = false;
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newConn.socket.NoDelay = true;
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// assign the player number.
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newConn.PlayerIndex = ChooseFreePlayerIndex();
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newConn.socket.Send(BitConverter.GetBytes(ProtocolVersion.Version));
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newConn.socket.Send(BitConverter.GetBytes(newConn.PlayerIndex));
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preConns.Add(newConn);
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// Dispatch a handshake order
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var request = new HandshakeRequest()
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{
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Map = lobbyInfo.GlobalSettings.Map,
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Mods = lobbyInfo.GlobalSettings.Mods.Select(m => "{0}@{1}".F(m,Mod.AllMods[m].Version)).ToArray()
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};
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DispatchOrdersToClient(newConn, 0, 0, new ServerOrder("HandshakeRequest", request.Serialize()).Serialize());
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}
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catch (Exception) { DropClient(newConn); }
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}
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void ValidateClient(Connection newConn, string data)
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{
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try
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{
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if (GameStarted)
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{
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Log.Write("server", "Rejected connection from {0}; game is already started.",
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newConn.socket.RemoteEndPoint);
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SendOrderTo(newConn, "ServerError", "The game has already started");
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DropClient(newConn);
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return;
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}
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var handshake = HandshakeResponse.Deserialize(data);
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var client = handshake.Client;
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var mods = handshake.Mods;
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// Check that the client has compatible mods
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var valid = mods.All( m => m.Contains('@')) && //valid format
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mods.Count() == Game.CurrentMods.Count() && //same number
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mods.Select( m => Pair.New(m.Split('@')[0], m.Split('@')[1])).All(kv => Game.CurrentMods.ContainsKey(kv.First) &&
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(kv.Second == "{DEV_VERSION}" || Game.CurrentMods[kv.First].Version == "{DEV_VERSION}" || kv.Second == Game.CurrentMods[kv.First].Version));
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if (!valid)
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{
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Log.Write("server", "Rejected connection from {0}; mods do not match.",
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newConn.socket.RemoteEndPoint);
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SendOrderTo(newConn, "ServerError", "Your mods don't match the server");
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DropClient(newConn);
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return;
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}
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// Promote connection to a valid client
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preConns.Remove(newConn);
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conns.Add(newConn);
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// Enforce correct PlayerIndex and Slot
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client.Index = newConn.PlayerIndex;
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client.Slot = lobbyInfo.FirstEmptySlot();
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if (client.Slot != null)
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SyncClientToPlayerReference(client, Map.Players[client.Slot]);
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lobbyInfo.Clients.Add(client);
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//Assume that first validated client is server admin
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if(lobbyInfo.Clients.Count==1)
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client.IsAdmin=true;
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Log.Write("server", "Client {0}: Accepted connection from {1}",
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newConn.PlayerIndex, newConn.socket.RemoteEndPoint);
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foreach (var t in ServerTraits.WithInterface<IClientJoined>())
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t.ClientJoined(this, newConn);
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SyncLobbyInfo();
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SendChat(newConn, "has joined the game.");
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if (mods.Any(m => m.Contains("{DEV_VERSION}")))
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SendChat(newConn, "is running a development version, "+
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"and may cause desync if they have any incompatible changes.");
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}
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catch (Exception) { DropClient(newConn); }
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}
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public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr)
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{
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if (pr == null)
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return;
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if (pr.LockColor)
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c.ColorRamp = pr.ColorRamp;
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if (pr.LockRace)
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c.Country = pr.Race;
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if (pr.LockSpawn)
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c.SpawnPoint = pr.Spawn;
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if (pr.LockTeam)
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c.Team = pr.Team;
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}
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public void UpdateInFlightFrames(Connection conn)
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{
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if (conn.Frame == 0)
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return;
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if (!inFlightFrames.ContainsKey(conn.Frame))
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inFlightFrames[conn.Frame] = new List<Connection> { conn };
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else
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inFlightFrames[conn.Frame].Add(conn);
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if (conns.All(c => inFlightFrames[conn.Frame].Contains(c)))
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inFlightFrames.Remove(conn.Frame);
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}
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void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data)
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{
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try
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{
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var ms = new MemoryStream();
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ms.Write( BitConverter.GetBytes( data.Length + 4 ) );
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ms.Write( BitConverter.GetBytes( client ) );
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ms.Write( BitConverter.GetBytes( frame ) );
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ms.Write( data );
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c.socket.Send( ms.ToArray() );
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}
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catch (Exception) { DropClient(c); }
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}
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public void DispatchOrders(Connection conn, int frame, byte[] data)
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{
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if (frame == 0 && conn != null)
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InterpretServerOrders(conn, data);
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else
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{
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var from = conn != null ? conn.PlayerIndex : 0;
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foreach (var c in conns.Except(conn).ToArray())
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DispatchOrdersToClient(c, from, frame, data);
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}
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}
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void InterpretServerOrders(Connection conn, byte[] data)
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{
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var ms = new MemoryStream(data);
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var br = new BinaryReader(ms);
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try
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{
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for (; ; )
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{
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var so = ServerOrder.Deserialize(br);
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if (so == null) return;
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InterpretServerOrder(conn, so);
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}
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}
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catch (EndOfStreamException) { }
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catch (NotImplementedException) { }
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}
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public void SendChatTo(Connection conn, string text)
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{
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SendOrderTo(conn, "Chat", text);
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}
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public void SendOrderTo(Connection conn, string order, string data)
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{
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DispatchOrdersToClient(conn, 0, 0,
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new ServerOrder(order, data).Serialize());
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}
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public void SendChat(Connection asConn, string text)
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{
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DispatchOrders(asConn, 0, new ServerOrder("Chat", text).Serialize());
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}
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public void SendDisconnected(Connection asConn)
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{
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DispatchOrders(asConn, 0, new ServerOrder("Disconnected", "").Serialize());
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}
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void InterpretServerOrder(Connection conn, ServerOrder so)
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{
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var fromClient = GetClient(conn);
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var fromIndex = fromClient != null ? fromClient.Index : 0;
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switch (so.Name)
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{
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case "Command":
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bool handled = false;
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foreach (var t in ServerTraits.WithInterface<IInterpretCommand>())
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if ((handled = t.InterpretCommand(this, conn, GetClient(conn), so.Data)))
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break;
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if (!handled)
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{
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Log.Write("server", "Unknown server command: {0}", so.Data);
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SendChatTo(conn, "Unknown server command: {0}".F(so.Data));
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}
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break;
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case "HandshakeResponse":
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ValidateClient(conn, so.Data);
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break;
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case "Chat":
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case "TeamChat":
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foreach (var c in conns.Except(conn).ToArray())
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DispatchOrdersToClient(c, fromIndex, 0, so.Serialize());
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break;
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case "PauseRequest":
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foreach (var c in conns.ToArray())
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{ var x = Order.PauseGame();
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DispatchOrdersToClient(c, fromIndex, 0, x.Serialize());
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}
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break;
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}
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}
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public Session.Client GetClient(Connection conn)
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{
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return lobbyInfo.ClientWithIndex(conn.PlayerIndex);
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}
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public void DropClient(Connection toDrop)
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{
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if (preConns.Contains(toDrop))
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preConns.Remove(toDrop);
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else
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{
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conns.Remove(toDrop);
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SendChat(toDrop, "Connection Dropped");
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if (GameStarted)
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SendDisconnected(toDrop); /* Report disconnection */
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lobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
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DispatchOrders( toDrop, toDrop.MostRecentFrame, new byte[] { 0xbf } );
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if (conns.Count != 0)
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SyncLobbyInfo();
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}
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try
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{
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toDrop.socket.Disconnect(false);
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}
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catch { }
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}
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public void SyncLobbyInfo()
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{
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if (!GameStarted) /* don't do this while the game is running, it breaks things. */
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DispatchOrders(null, 0,
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new ServerOrder("SyncInfo", lobbyInfo.Serialize()).Serialize());
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foreach (var t in ServerTraits.WithInterface<INotifySyncLobbyInfo>())
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t.LobbyInfoSynced(this);
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}
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public void StartGame()
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{
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GameStarted = true;
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foreach( var c in conns )
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foreach( var d in conns )
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DispatchOrdersToClient( c, d.PlayerIndex, 0x7FFFFFFF, new byte[] { 0xBF } );
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// Drop any unvalidated clients
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foreach (var c in preConns.ToArray())
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DropClient(c);
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DispatchOrders(null, 0,
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new ServerOrder("StartGame", "").Serialize());
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foreach (var t in ServerTraits.WithInterface<IStartGame>())
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t.GameStarted(this);
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}
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}
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}
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