Files
OpenRA/OpenRA.Game/Server/Server.cs
Paul Chote df798fb620 Overhaul client latency calculations.
The ping/pong orders are replaced with a dedicated
(and much smaller) Ping packet that is handled
directly in the client and server Connection wrappers.

This allows clients to respond when the orders are
processed, instead of queuing the pong order to be
sent in the next frame (which added an extra 120ms
of unwanted latency).

The ping frequency has been raised to 1Hz, and pings
are now routed through the server events queue in
preparation for the future dynamic latency system.

The raw ping numbers are no longer sent to clients,
the server instead evaluates a single ConnectionQuality
value that in the future may be based on more than
just the ping times.
2021-09-21 15:12:36 +02:00

1383 lines
41 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.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.FileFormats;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Server
{
public enum ServerState
{
WaitingPlayers = 1,
GameStarted = 2,
ShuttingDown = 3
}
public enum ServerType
{
Local = 0,
Multiplayer = 1,
Dedicated = 2
}
public sealed class Server
{
public readonly string TwoHumansRequiredText = "This server requires at least two human players to start a match.";
public readonly MersenneTwister Random = new MersenneTwister();
public readonly ServerType Type;
public List<Connection> Conns = 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;
public readonly MapStatusCache MapStatusCache;
public GameSave GameSave = null;
// 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 List<TcpListener>();
readonly TypeDictionary serverTraits = new TypeDictionary();
readonly PlayerDatabase playerDatabase;
volatile ServerState internalState = ServerState.WaitingPlayers;
readonly BlockingCollection<IServerEvent> events = new BlockingCollection<IServerEvent>();
ReplayRecorder recorder;
GameInformation gameInfo;
readonly List<GameInformation.Player> worldPlayers = new List<GameInformation.Player>();
Stopwatch pingUpdated = Stopwatch.StartNew();
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)
{
if (ex is SocketException || ex is ArgumentException)
Log.Write("server", "Failed to set socket option on {0}: {1}", endpoint.ToString(), ex.Message);
else
throw;
}
listener.Start();
listeners.Add(listener);
new Thread(() =>
{
while (true)
{
if (State != ServerState.WaitingPlayers)
{
listener.Stop();
return;
}
// Use a 1s timeout so we can stop listening once the game starts
if (listener.Server.Poll(1000000, SelectMode.SelectRead))
{
try
{
events.Add(new 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 {0}: {1}", endpoint.ToString(), 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 (type != ServerType.Local && settings.EnableGeoIP)
GeoIP.Initialize();
if (type != ServerType.Local)
Nat.TryForwardPort(Settings.ListenPort, Settings.ListenPort);
foreach (var trait in modData.Manifest.ServerTraits)
serverTraits.Add(modData.ObjectCreator.CreateObject<ServerTrait>(trait));
serverTraits.TrimExcess();
Map = ModData.MapCache[settings.Map];
MapStatusCache = new MapStatusCache(modData, MapStatusChanged, type == ServerType.Dedicated && settings.EnableLintChecks);
LobbyInfo = new Session
{
GlobalSettings =
{
RandomSeed = randomSeed,
Map = Map.Uid,
MapStatus = Session.MapStatus.Unknown,
ServerName = settings.Name,
EnableSingleplayer = settings.EnableSingleplayer || Type != ServerType.Dedicated,
EnableSyncReports = settings.EnableSyncReports,
GameUid = Guid.NewGuid().ToString(),
Dedicated = Type == ServerType.Dedicated
}
};
if (Settings.RecordReplays && Type == ServerType.Dedicated)
{
recorder = new ReplayRecorder(() => { return Game.TimestampedFilename(extra: "-Server"); });
// We only need one handshake to initialize the replay.
// Add it now, then ignore the redundant handshakes from each client
RecordFakeHandshake();
}
new Thread(_ =>
{
// Initial status is set off the main thread to avoid triggering a load screen when joining a skirmish game
LobbyInfo.GlobalSettings.MapStatus = MapStatusCache[Map];
foreach (var t in serverTraits.WithInterface<INotifyServerStart>())
t.ServerStarted(this);
Log.Write("server", "Initial mod: {0}", ModData.Manifest.Id);
Log.Write("server", "Initial map: {0}", LobbyInfo.GlobalSettings.Map);
while (true)
{
if (State != ServerState.ShuttingDown)
{
if (events.TryTake(out var e, 1000))
e.Invoke(this);
// PERF: Dedicated servers need to drain the action queue to remove references blocking the GC from cleaning up disposed objects.
if (Type == ServerType.Dedicated)
Game.PerformDelayedActions();
foreach (var t in serverTraits.WithInterface<ITick>())
t.Tick(this);
}
if (State == ServerState.ShuttingDown)
{
EndGame();
if (type != ServerType.Local)
Nat.TryRemovePortForward();
break;
}
}
foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>())
t.ServerShutdown(this);
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)
{
events.Add(new ConnectionPingEvent(conn, pingHistory));
}
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.WriteArray(BitConverter.GetBytes(ProtocolVersion.Handshake));
ms.WriteArray(BitConverter.GetBytes(newConn.PlayerIndex));
newConn.SendData(ms.ToArray());
// Dispatch a handshake order
var request = new HandshakeRequest
{
Mod = ModData.Manifest.Id,
Version = ModData.Manifest.Metadata.Version,
AuthToken = token
};
DispatchOrdersToClient(newConn, 0, 0, new Order("HandshakeRequest", null, false)
{
Type = OrderType.Handshake,
IsImmediate = true,
TargetString = request.Serialize()
}.Serialize());
}
catch (Exception e)
{
Log.Write("server", $"Handshake for client {newConn.EndPoint} failed: {e}");
}
Conns.Add(newConn);
}
void ValidateClient(Connection newConn, string data)
{
try
{
if (State == ServerState.GameStarted)
{
Log.Write("server", "Rejected connection from {0}; game is already started.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "The game has already started");
DropClient(newConn);
return;
}
var handshake = HandshakeResponse.Deserialize(data);
if (!string.IsNullOrEmpty(Settings.Password) && handshake.Password != Settings.Password)
{
var message = string.IsNullOrEmpty(handshake.Password) ? "Server requires a password" : "Incorrect password";
SendOrderTo(newConn, "AuthenticationError", message);
DropClient(newConn);
return;
}
var ipAddress = ((IPEndPoint)newConn.EndPoint).Address;
var client = new Session.Client
{
Name = OpenRA.Settings.SanitizedPlayerName(handshake.Client.Name),
IPAddress = ipAddress.ToString(),
AnonymizedIPAddress = Type != ServerType.Local && Settings.ShareAnonymizedIPs ? Session.AnonymizeIP(ipAddress) : null,
Location = GeoIP.LookupCountry(ipAddress),
Index = newConn.PlayerIndex,
PreferredColor = handshake.Client.PreferredColor,
Color = handshake.Client.Color,
Faction = "Random",
SpawnPoint = 0,
Team = 0,
Handicap = 0,
State = Session.ClientState.Invalid,
};
if (ModData.Manifest.Id != handshake.Mod)
{
Log.Write("server", "Rejected connection from {0}; mods do not match.",
newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "Server is running an incompatible mod");
DropClient(newConn);
return;
}
if (ModData.Manifest.Metadata.Version != handshake.Version)
{
Log.Write("server", "Rejected connection from {0}; Not running the same version.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "Server is running an incompatible version");
DropClient(newConn);
return;
}
if (handshake.OrdersProtocol != ProtocolVersion.Orders)
{
Log.Write("server", "Rejected connection from {0}; incompatible Orders protocol version {1}.",
newConn.EndPoint, handshake.OrdersProtocol);
SendOrderTo(newConn, "ServerError", "Server is running an incompatible protocol");
DropClient(newConn);
return;
}
// Check if IP is banned
var bans = Settings.Ban.Union(TempBans);
if (bans.Contains(client.IPAddress))
{
Log.Write("server", "Rejected connection from {0}; Banned.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", $"You have been {(Settings.Ban.Contains(client.IPAddress) ? "banned" : "temporarily banned")} from the server");
DropClient(newConn);
return;
}
Action completeConnection = () =>
{
lock (LobbyInfo)
{
client.Slot = LobbyInfo.FirstEmptySlot();
client.IsAdmin = !LobbyInfo.Clients.Any(c1 => c1.IsAdmin);
if (client.IsObserver && !LobbyInfo.GlobalSettings.AllowSpectators)
{
SendOrderTo(newConn, "ServerError", "The game is full");
DropClient(newConn);
return;
}
if (client.Slot != null)
SyncClientToPlayerReference(client, Map.Players.Players[client.Slot]);
else
client.Color = Color.White;
// Promote connection to a valid client
LobbyInfo.Clients.Add(client);
newConn.Validated = true;
Log.Write("server", "Client {0}: Accepted connection from {1}.", newConn.PlayerIndex, newConn.EndPoint);
if (client.Fingerprint != null)
Log.Write("server", "Client {0}: Player fingerprint is {1}.", newConn.PlayerIndex, client.Fingerprint);
foreach (var t in serverTraits.WithInterface<IClientJoined>())
t.ClientJoined(this, newConn);
SyncLobbyInfo();
Log.Write("server", "{0} ({1}) has joined the game.", client.Name, newConn.EndPoint);
if (Type != ServerType.Local)
SendMessage($"{client.Name} has joined the game.");
if (Type == ServerType.Dedicated)
{
var motdFile = Path.Combine(Platform.SupportDir, "motd.txt");
if (!File.Exists(motdFile))
File.WriteAllText(motdFile, "Welcome, have fun and good luck!");
var motd = File.ReadAllText(motdFile);
if (!string.IsNullOrEmpty(motd))
SendOrderTo(newConn, "Message", motd);
}
if ((LobbyInfo.GlobalSettings.MapStatus & Session.MapStatus.UnsafeCustomRules) != 0)
SendOrderTo(newConn, "Message", "This map contains custom rules. Game experience may change.");
if (!LobbyInfo.GlobalSettings.EnableSingleplayer)
SendOrderTo(newConn, "Message", TwoHumansRequiredText);
else if (Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
SendOrderTo(newConn, "Message", "Bots have been disabled on this map.");
}
};
if (Type == ServerType.Local)
{
// Local servers can only be joined by the local client, so we can trust their identity without validation
client.Fingerprint = handshake.Fingerprint;
completeConnection();
}
else if (!string.IsNullOrEmpty(handshake.Fingerprint) && !string.IsNullOrEmpty(handshake.AuthSignature))
{
Task.Run(async () =>
{
var httpClient = HttpClientFactory.Create();
var httpResponseMessage = await httpClient.GetAsync(playerDatabase.Profile + handshake.Fingerprint);
var result = await httpResponseMessage.Content.ReadAsStringAsync();
PlayerProfile profile = null;
try
{
var yaml = MiniYaml.FromString(result).First();
if (yaml.Key == "Player")
{
profile = FieldLoader.Load<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", "{0} authenticated as {1} (UID {2})", newConn.EndPoint,
profile.ProfileName, profile.ProfileID);
}
else if (profile.KeyRevoked)
{
profile = null;
Log.Write("server", "{0} failed to authenticate as {1} (key revoked)", newConn.EndPoint, handshake.Fingerprint);
}
else
{
profile = null;
Log.Write("server", "{0} failed to authenticate as {1} (signature verification failed)",
newConn.EndPoint, handshake.Fingerprint);
}
}
else
Log.Write("server", "{0} failed to authenticate as {1} (invalid server response: `{2}` is not `Player`)",
newConn.EndPoint, handshake.Fingerprint, yaml.Key);
}
catch (Exception ex)
{
Log.Write("server", "{0} failed to authenticate as {1} (exception occurred)",
newConn.EndPoint, handshake.Fingerprint);
Log.Write("server", ex.ToString());
}
events.Add(new CallbackEvent(() =>
{
var notAuthenticated = Type == ServerType.Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any());
var blacklisted = Type == ServerType.Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID);
var notWhitelisted = Type == ServerType.Dedicated && Settings.ProfileIDWhitelist.Any() &&
(profile == null || !Settings.ProfileIDWhitelist.Contains(profile.ProfileID));
if (notAuthenticated)
{
Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "Server requires players to have an OpenRA forum account");
DropClient(newConn);
}
else if (blacklisted || notWhitelisted)
{
if (blacklisted)
Log.Write("server", "Rejected connection from {0}; In server blacklist.", newConn.EndPoint);
else
Log.Write("server", "Rejected connection from {0}; Not in server whitelist.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "You do not have permission to join this server");
DropClient(newConn);
}
else
completeConnection();
}));
});
}
else
{
if (Type == ServerType.Dedicated && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any()))
{
Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.EndPoint);
SendOrderTo(newConn, "ServerError", "Server requires players to have an OpenRA forum account");
DropClient(newConn);
}
else
completeConnection();
}
}
catch (Exception ex)
{
Log.Write("server", "Dropping connection {0} because an error occurred:", newConn.EndPoint);
Log.Write("server", ex.ToString());
DropClient(newConn);
}
}
byte[] CreateFrame(int client, int frame, byte[] data)
{
var ms = new MemoryStream(data.Length + 12);
ms.WriteArray(BitConverter.GetBytes(data.Length + 4));
ms.WriteArray(BitConverter.GetBytes(client));
ms.WriteArray(BitConverter.GetBytes(frame));
ms.WriteArray(data);
return ms.GetBuffer();
}
byte[] CreateAckFrame(int frame)
{
var ms = new MemoryStream(13);
ms.WriteArray(BitConverter.GetBytes(5));
ms.WriteArray(BitConverter.GetBytes(0));
ms.WriteArray(BitConverter.GetBytes(frame));
ms.WriteByte((byte)OrderType.Ack);
return ms.GetBuffer();
}
void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data)
{
DispatchFrameToClient(c, client, CreateFrame(client, frame, data));
}
void DispatchFrameToClient(Connection c, int client, byte[] frameData)
{
try
{
c.SendData(frameData);
}
catch (Exception e)
{
DropClient(c);
Log.Write("server", "Dropping client {0} because dispatching orders failed: {1}",
client.ToString(CultureInfo.InvariantCulture), e);
}
}
bool AnyUndefinedWinStates()
{
var lastTeam = -1;
var remainingPlayers = gameInfo.Players.Where(p => p.Outcome == WinState.Undefined);
foreach (var player in remainingPlayers)
{
if (lastTeam >= 0 && (player.Team != lastTeam || player.Team == 0))
return true;
lastTeam = player.Team;
}
return false;
}
void SetPlayerDefeat(int playerIndex)
{
var defeatedPlayer = worldPlayers[playerIndex];
if (defeatedPlayer == null || defeatedPlayer.Outcome != WinState.Undefined)
return;
defeatedPlayer.Outcome = WinState.Lost;
defeatedPlayer.OutcomeTimestampUtc = DateTime.UtcNow;
// Set remaining players as winners if only one side remains
if (!AnyUndefinedWinStates())
{
var now = DateTime.UtcNow;
var remainingPlayers = gameInfo.Players.Where(p => p.Outcome == WinState.Undefined);
foreach (var winner in remainingPlayers)
{
winner.Outcome = WinState.Won;
winner.OutcomeTimestampUtc = now;
}
}
}
void OutOfSync(int frame)
{
Log.Write("server", "Out of sync detected at frame {0}, cancel replay recording", frame);
// Make sure the written file is not valid
// TODO: storing a serverside replay on desync would be extremely useful
recorder.Metadata = null;
recorder.Dispose();
// Stop the recording
recorder = null;
}
readonly Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
int lastDefeatStateFrame;
ulong lastDefeatState;
void HandleSyncOrder(int frame, byte[] packet)
{
if (syncForFrame.TryGetValue(frame, out var existingSync))
{
if (packet.Length != existingSync.Length)
{
OutOfSync(frame);
return;
}
for (var i = 0; i < packet.Length; i++)
{
if (packet[i] != existingSync[i])
{
OutOfSync(frame);
return;
}
}
}
else
{
// Update player losses based on the new defeat state.
// Do this once for the first player, the check above
// guarantees a desync if any other player disagrees.
var playerDefeatState = BitConverter.ToUInt64(packet, 1 + 4);
if (frame > lastDefeatStateFrame && lastDefeatState != playerDefeatState)
{
var newDefeats = playerDefeatState & ~lastDefeatState;
for (var i = 0; i < worldPlayers.Count; i++)
if ((newDefeats & (1UL << i)) != 0)
SetPlayerDefeat(i);
lastDefeatState = playerDefeatState;
lastDefeatStateFrame = frame;
}
syncForFrame.Add(frame, packet);
}
}
public void DispatchOrdersToClients(Connection conn, int frame, byte[] data)
{
var from = conn.PlayerIndex;
var frameData = CreateFrame(from, frame, data);
foreach (var c in Conns.ToList())
if (c != conn && c.Validated)
DispatchFrameToClient(c, from, frameData);
RecordOrder(frame, data, from);
}
void RecordOrder(int frame, byte[] data, int from)
{
if (recorder != null)
{
recorder.ReceiveFrame(from, frame, data);
if (data.Length > 0 && data[0] == (byte)OrderType.SyncHash)
{
if (data.Length == Order.SyncHashOrderLength)
HandleSyncOrder(frame, data);
else
Log.Write("server", $"Dropped sync order with length {data.Length} from client {from}. Expected length {Order.SyncHashOrderLength}.");
}
}
}
public void DispatchServerOrdersToClients(Order order)
{
DispatchServerOrdersToClients(order.Serialize());
}
public void DispatchServerOrdersToClients(byte[] data, int frame = 0)
{
var 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));
// 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)
Console.WriteLine($"[{DateTime.Now.ToString(Settings.TimestampFormat)}] {text}");
}
void InterpretServerOrder(Connection conn, Order o)
{
lock (LobbyInfo)
{
// Only accept handshake responses from unvalidated clients
// Anything else may be an attempt to exploit the server
if (!conn.Validated)
{
if (o.OrderString == "HandshakeResponse")
ValidateClient(conn, o.TargetString);
else
{
Log.Write("server", "Rejected connection from {0}; Order `{1}` is not a `HandshakeResponse`.",
conn.EndPoint, o.OrderString);
DropClient(conn);
}
return;
}
switch (o.OrderString)
{
case "Command":
{
var handledBy = serverTraits.WithInterface<IInterpretCommand>()
.FirstOrDefault(t => t.InterpretCommand(this, conn, GetClient(conn), o.TargetString));
if (handledBy == null)
{
Log.Write("server", "Unknown server command: {0}", o.TargetString);
SendOrderTo(conn, "Message", $"Unknown server command: {o.TargetString}");
}
break;
}
case "Chat":
DispatchOrdersToClients(conn, 0, o.Serialize());
break;
case "GameSaveTraitData":
{
if (GameSave != null)
{
var data = MiniYaml.FromString(o.TargetString)[0];
GameSave.AddTraitData(int.Parse(data.Key), data.Value);
}
break;
}
case "CreateGameSave":
{
if (GameSave != null)
{
// Sanitize potentially malicious input
var filename = o.TargetString;
var invalidIndex = -1;
var invalidChars = Path.GetInvalidFileNameChars();
while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
filename = filename.Remove(invalidIndex, 1);
var baseSavePath = Path.Combine(
Platform.SupportDir,
"Saves",
ModData.Manifest.Id,
ModData.Manifest.Metadata.Version);
if (!Directory.Exists(baseSavePath))
Directory.CreateDirectory(baseSavePath);
GameSave.Save(Path.Combine(baseSavePath, filename));
DispatchServerOrdersToClients(Order.FromTargetString("GameSaved", filename, true));
}
break;
}
case "LoadGameSave":
{
if (Type == ServerType.Dedicated || State >= ServerState.GameStarted)
break;
// Sanitize potentially malicious input
var filename = o.TargetString;
var invalidIndex = -1;
var invalidChars = Path.GetInvalidFileNameChars();
while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
filename = filename.Remove(invalidIndex, 1);
var savePath = Path.Combine(
Platform.SupportDir,
"Saves",
ModData.Manifest.Id,
ModData.Manifest.Metadata.Version,
filename);
GameSave = new GameSave(savePath);
LobbyInfo.GlobalSettings = GameSave.GlobalSettings;
LobbyInfo.Slots = GameSave.Slots;
// Reassign clients to slots
// - Bot ordering is preserved
// - Humans are assigned on a first-come-first-serve basis
// - Leftover humans become spectators
// Start by removing all bots and assigning all players as spectators
foreach (var c in LobbyInfo.Clients)
{
if (c.Bot != null)
LobbyInfo.Clients.Remove(c);
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 void DropClient(Connection toDrop)
{
lock (LobbyInfo)
{
Conns.Remove(toDrop);
var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
if (dropClient == null)
{
toDrop.Dispose();
return;
}
var suffix = "";
if (State == ServerState.GameStarted)
suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? $" (Team {dropClient.Team})" : "";
SendMessage($"{dropClient.Name}{suffix} has disconnected.");
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;
SendMessage($"{nextAdmin.Name} is now the admin.");
}
}
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.Select(client => client.Serialize()).ToList();
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)
{
Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat));
// Drop any players who are not ready
foreach (var c in Conns.Where(c => !c.Validated || GetClient(c).IsInvalid).ToArray())
{
SendOrderTo(c, "ServerError", "You have been kicked from the server!");
DropClient(c);
}
// Enable game saves for singleplayer missions only
// TODO: Enable for multiplayer (non-dedicated servers only) once the lobby UI has been created
LobbyInfo.GlobalSettings.GameSavesEnabled = Type != ServerType.Dedicated && LobbyInfo.NonBotClients.Count() == 1;
// Player list for win/loss tracking
// HACK: NonCombatant and non-Playable players are set to null to simplify replay tracking
// The null padding is needed to keep the player indexes in sync with world.Players on the clients
// This will need to change if future code wants to use worldPlayers for other purposes
var playerRandom = new MersenneTwister(LobbyInfo.GlobalSettings.RandomSeed);
foreach (var cmpi in Map.WorldActorInfo.TraitInfos<ICreatePlayersInfo>())
cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers, playerRandom);
if (recorder != null)
{
gameInfo = new GameInformation
{
Mod = Game.ModData.Manifest.Id,
Version = Game.ModData.Manifest.Metadata.Version,
MapUid = Map.Uid,
MapTitle = Map.Title,
StartTimeUtc = DateTime.UtcNow,
};
// Replay metadata should only include the playable players
foreach (var p in worldPlayers)
if (p != null)
gameInfo.Players.Add(p);
recorder.Metadata = new ReplayMetadata(gameInfo);
}
SyncLobbyInfo();
State = ServerState.GameStarted;
if (Type != ServerType.Local)
{
var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
var gameSpeedName = LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
OrderLatency = gameSpeeds.Speeds[gameSpeedName].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 MiniYamlNode("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToString()),
new MiniYamlNode("SaveSyncFrame", GameSave.LastSyncFrame.ToString())
}.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 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);
}
interface IServerEvent { void Invoke(Server server); }
class ConnectionConnectEvent : IServerEvent
{
readonly Socket socket;
public ConnectionConnectEvent(Socket socket)
{
this.socket = socket;
}
void IServerEvent.Invoke(Server server)
{
server.AcceptConnection(socket);
}
}
class ConnectionDisconnectEvent : IServerEvent
{
readonly Connection connection;
public ConnectionDisconnectEvent(Connection connection)
{
this.connection = connection;
}
void IServerEvent.Invoke(Server server)
{
server.DropClient(connection);
}
}
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);
}
}
class ConnectionPingEvent : IServerEvent
{
readonly Connection connection;
readonly int[] pingHistory;
public ConnectionPingEvent(Connection connection, int[] pingHistory)
{
this.connection = connection;
this.pingHistory = pingHistory;
}
void IServerEvent.Invoke(Server server)
{
server.ReceivePing(connection, pingHistory);
}
}
class CallbackEvent : IServerEvent
{
readonly Action action;
public CallbackEvent(Action action)
{
this.action = action;
}
void IServerEvent.Invoke(Server server)
{
action();
}
}
}
}