Files
OpenRA/OpenRA.Game/Server/Server.cs
4mfie ff02b8ba06 Add timestamps to server log files
Servers are now writing timestamps to the log files using the the ISO 8601 timestamp format defined in the game server settings.
2019-07-27 10:47:24 +01:00

994 lines
30 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Support;
namespace OpenRA.Server
{
public enum ServerState
{
WaitingPlayers = 1,
GameStarted = 2,
ShuttingDown = 3
}
public class Server
{
public readonly string TwoHumansRequiredText = "This server requires at least two human players to start a match.";
public readonly IPAddress Ip;
public readonly int Port;
public readonly MersenneTwister Random = new MersenneTwister();
public readonly bool Dedicated;
// Valid player connections
public List<Connection> Conns = new List<Connection>();
// Pre-verified player connections
public List<Connection> PreConns = new List<Connection>();
public Session LobbyInfo;
public ServerSettings Settings;
public ModData ModData;
public List<string> TempBans = new List<string>();
// Managed by LobbyCommands
public MapPreview Map;
public GameSave GameSave = null;
readonly int randomSeed;
readonly TcpListener listener;
readonly TypeDictionary serverTraits = new TypeDictionary();
readonly PlayerDatabase playerDatabase;
protected volatile ServerState internalState = ServerState.WaitingPlayers;
volatile ActionQueue delayedActions = new ActionQueue();
int waitingForAuthenticationCallback = 0;
public ServerState State
{
get { return internalState; }
protected set { internalState = value; }
}
public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr)
{
if (pr == null)
return;
if (pr.LockFaction)
c.Faction = pr.Faction;
if (pr.LockSpawn)
c.SpawnPoint = pr.Spawn;
if (pr.LockTeam)
c.Team = pr.Team;
c.Color = pr.LockColor ? pr.Color : c.PreferredColor;
}
static void SendData(Socket s, byte[] data)
{
var start = 0;
var length = data.Length;
// Non-blocking sends are free to send only part of the data
while (start < length)
{
SocketError error;
var sent = s.Send(data, start, length - start, SocketFlags.None, out error);
if (error == SocketError.WouldBlock)
{
Log.Write("server", "Non-blocking send of {0} bytes failed. Falling back to blocking send.", length - start);
s.Blocking = true;
sent = s.Send(data, start, length - start, SocketFlags.None);
s.Blocking = false;
}
else if (error != SocketError.Success)
throw new SocketException((int)error);
start += sent;
}
}
public void Shutdown()
{
State = ServerState.ShuttingDown;
}
public void EndGame()
{
foreach (var t in serverTraits.WithInterface<IEndGame>())
t.GameEnded(this);
}
public Server(IPEndPoint endpoint, ServerSettings settings, ModData modData, bool dedicated)
{
Log.AddChannel("server", "server.log", true);
listener = new TcpListener(endpoint);
listener.Start();
var localEndpoint = (IPEndPoint)listener.LocalEndpoint;
Ip = localEndpoint.Address;
Port = localEndpoint.Port;
Dedicated = dedicated;
Settings = settings;
Settings.Name = OpenRA.Settings.SanitizedServerName(Settings.Name);
ModData = modData;
playerDatabase = modData.Manifest.Get<PlayerDatabase>();
randomSeed = (int)DateTime.Now.ToBinary();
if (UPnP.Status == UPnPStatus.Enabled)
UPnP.ForwardPort(Settings.ListenPort, Settings.ListenPort).Wait();
foreach (var trait in modData.Manifest.ServerTraits)
serverTraits.Add(modData.ObjectCreator.CreateObject<ServerTrait>(trait));
serverTraits.TrimExcess();
LobbyInfo = new Session
{
GlobalSettings =
{
RandomSeed = randomSeed,
Map = settings.Map,
ServerName = settings.Name,
EnableSingleplayer = settings.EnableSingleplayer || !dedicated,
EnableSyncReports = settings.EnableSyncReports,
GameUid = Guid.NewGuid().ToString(),
Dedicated = dedicated
}
};
new Thread(_ =>
{
foreach (var t in serverTraits.WithInterface<INotifyServerStart>())
t.ServerStarted(this);
Log.Write("server", "Initial mod: {0}", ModData.Manifest.Id);
Log.Write("server", "Initial map: {0}", LobbyInfo.GlobalSettings.Map);
while (true)
{
var checkRead = new List<Socket>();
if (State == ServerState.WaitingPlayers)
checkRead.Add(listener.Server);
checkRead.AddRange(Conns.Select(c => c.Socket));
checkRead.AddRange(PreConns.Select(c => c.Socket));
// Block for at most 1 second in order to guarantee a minimum tick rate for ServerTraits
// Decrease this to 100ms to improve responsiveness if we are waiting for an authentication query
var localTimeout = waitingForAuthenticationCallback > 0 ? 100000 : 1000000;
if (checkRead.Count > 0)
Socket.Select(checkRead, null, null, localTimeout);
if (State == ServerState.ShuttingDown)
{
EndGame();
break;
}
foreach (var s in checkRead)
{
if (s == listener.Server)
{
AcceptConnection();
continue;
}
var preConn = PreConns.SingleOrDefault(c => c.Socket == s);
if (preConn != null)
{
preConn.ReadData(this);
continue;
}
var conn = Conns.SingleOrDefault(c => c.Socket == s);
if (conn != null)
conn.ReadData(this);
}
delayedActions.PerformActions(0);
foreach (var t in serverTraits.WithInterface<ITick>())
t.Tick(this);
if (State == ServerState.ShuttingDown)
{
EndGame();
if (UPnP.Status == UPnPStatus.Enabled)
UPnP.RemovePortForward().Wait();
break;
}
}
foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>())
t.ServerShutdown(this);
PreConns.Clear();
Conns.Clear();
try { listener.Stop(); }
catch { }
}) { IsBackground = true }.Start();
}
int nextPlayerIndex;
public int ChooseFreePlayerIndex()
{
return nextPlayerIndex++;
}
void AcceptConnection()
{
Socket newSocket;
try
{
if (!listener.Server.IsBound)
return;
newSocket = listener.AcceptSocket();
}
catch (Exception e)
{
/* TODO: Could have an exception here when listener 'goes away' when calling AcceptConnection! */
/* Alternative would be to use locking but the listener doesn't go away without a reason. */
Log.Write("server", "Accepting the connection failed.", e);
return;
}
var newConn = new Connection { Socket = newSocket };
try
{
newConn.Socket.Blocking = false;
newConn.Socket.NoDelay = true;
// 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()));
// Assign the player number.
newConn.PlayerIndex = ChooseFreePlayerIndex();
newConn.AuthToken = token;
// Send handshake and client index.
var ms = new MemoryStream(8);
ms.WriteArray(BitConverter.GetBytes(ProtocolVersion.Handshake));
ms.WriteArray(BitConverter.GetBytes(newConn.PlayerIndex));
SendData(newConn.Socket, ms.ToArray());
PreConns.Add(newConn);
// 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)
{
DropClient(newConn);
Log.Write("server", "Dropping client {0} because handshake failed: {1}", newConn.PlayerIndex.ToString(CultureInfo.InvariantCulture), e);
}
}
void ValidateClient(Connection newConn, string data)
{
try
{
if (State == ServerState.GameStarted)
{
Log.Write("server", "Rejected connection from {0}; game is already started.",
newConn.Socket.RemoteEndPoint);
SendOrderTo(newConn, "ServerError", "The game has already started");
DropClient(newConn);
return;
}
var handshake = HandshakeResponse.Deserialize(data);
if (!string.IsNullOrEmpty(Settings.Password) && handshake.Password != Settings.Password)
{
var message = string.IsNullOrEmpty(handshake.Password) ? "Server requires a password" : "Incorrect password";
SendOrderTo(newConn, "AuthenticationError", message);
DropClient(newConn);
return;
}
var client = new Session.Client
{
Name = OpenRA.Settings.SanitizedPlayerName(handshake.Client.Name),
IpAddress = ((IPEndPoint)newConn.Socket.RemoteEndPoint).Address.ToString(),
Index = newConn.PlayerIndex,
PreferredColor = handshake.Client.PreferredColor,
Color = handshake.Client.Color,
Faction = "Random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.Invalid,
};
if (ModData.Manifest.Id != handshake.Mod)
{
Log.Write("server", "Rejected connection from {0}; mods do not match.",
newConn.Socket.RemoteEndPoint);
SendOrderTo(newConn, "ServerError", "Server is running an incompatible mod");
DropClient(newConn);
return;
}
if (ModData.Manifest.Metadata.Version != handshake.Version)
{
Log.Write("server", "Rejected connection from {0}; Not running the same version.",
newConn.Socket.RemoteEndPoint);
SendOrderTo(newConn, "ServerError", "Server is running an incompatible version");
DropClient(newConn);
return;
}
if (handshake.OrdersProtocol != ProtocolVersion.Orders)
{
Log.Write("server", "Rejected connection from {0}; incompatible Orders protocol version {1}.",
newConn.Socket.RemoteEndPoint, 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.Socket.RemoteEndPoint);
SendOrderTo(newConn, "ServerError", "You have been {0} from the server".F(Settings.Ban.Contains(client.IpAddress) ? "banned" : "temporarily banned"));
DropClient(newConn);
return;
}
Action completeConnection = () =>
{
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
PreConns.Remove(newConn);
Conns.Add(newConn);
LobbyInfo.Clients.Add(client);
newConn.Validated = true;
var clientPing = new Session.ClientPing { Index = client.Index };
LobbyInfo.ClientPings.Add(clientPing);
Log.Write("server", "Client {0}: Accepted connection from {1}.",
newConn.PlayerIndex, newConn.Socket.RemoteEndPoint);
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.Socket.RemoteEndPoint);
// Report to all other players
SendMessage("{0} has joined the game.".F(client.Name), newConn);
// Send initial ping
SendOrderTo(newConn, "Ping", Game.RunTime.ToString(CultureInfo.InvariantCulture));
if (Dedicated)
{
var motdFile = Platform.ResolvePath(Platform.SupportDirPrefix, "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 (Map.DefinesUnsafeCustomRules)
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 (!string.IsNullOrEmpty(handshake.Fingerprint) && !string.IsNullOrEmpty(handshake.AuthSignature))
{
waitingForAuthenticationCallback++;
Action<DownloadDataCompletedEventArgs> onQueryComplete = i =>
{
PlayerProfile profile = null;
if (i.Error == null)
{
try
{
var yaml = MiniYaml.FromString(Encoding.UTF8.GetString(i.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.Socket.RemoteEndPoint,
profile.ProfileName, profile.ProfileID);
}
else if (profile.KeyRevoked)
Log.Write("server", "{0} failed to authenticate as {1} (key revoked)", newConn.Socket.RemoteEndPoint, handshake.Fingerprint);
else
Log.Write("server", "{0} failed to authenticate as {1} (signature verification failed)",
newConn.Socket.RemoteEndPoint, handshake.Fingerprint);
}
else
Log.Write("server", "{0} failed to authenticate as {1} (invalid server response: `{2}` is not `Player`)",
newConn.Socket.RemoteEndPoint, handshake.Fingerprint, yaml.Key);
}
catch (Exception ex)
{
Log.Write("server", "{0} failed to authenticate as {1} (exception occurred)",
newConn.Socket.RemoteEndPoint, handshake.Fingerprint);
Log.Write("server", ex.ToString());
}
}
else
Log.Write("server", "{0} failed to authenticate as {1} (server error: `{2}`)",
newConn.Socket.RemoteEndPoint, handshake.Fingerprint, i.Error);
delayedActions.Add(() =>
{
var notAuthenticated = Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any());
var blacklisted = Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID);
var notWhitelisted = Dedicated && Settings.ProfileIDWhitelist.Any() &&
(profile == null || !Settings.ProfileIDWhitelist.Contains(profile.ProfileID));
if (notAuthenticated)
{
Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.Socket.RemoteEndPoint);
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.Socket.RemoteEndPoint);
else
Log.Write("server", "Rejected connection from {0}; Not in server whitelist.", newConn.Socket.RemoteEndPoint);
SendOrderTo(newConn, "ServerError", "You do not have permission to join this server");
DropClient(newConn);
}
else
completeConnection();
waitingForAuthenticationCallback--;
}, 0);
};
new Download(playerDatabase.Profile + handshake.Fingerprint, _ => { }, onQueryComplete);
}
else
{
if (Dedicated && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any()))
{
Log.Write("server", "Rejected connection from {0}; Not authenticated.", newConn.Socket.RemoteEndPoint);
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.Socket.RemoteEndPoint);
Log.Write("server", ex.ToString());
DropClient(newConn);
}
}
void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data)
{
try
{
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);
SendData(c.Socket, ms.ToArray());
}
catch (Exception e)
{
DropClient(c);
Log.Write("server", "Dropping client {0} because dispatching orders failed: {1}",
client.ToString(CultureInfo.InvariantCulture), e);
}
}
public void DispatchOrdersToClients(Connection conn, int frame, byte[] data)
{
var from = conn != null ? conn.PlayerIndex : 0;
foreach (var c in Conns.Except(conn).ToList())
DispatchOrdersToClient(c, from, frame, data);
}
public void DispatchOrders(Connection conn, int frame, byte[] data)
{
if (frame == 0 && conn != null)
InterpretServerOrders(conn, data);
else
DispatchOrdersToClients(conn, frame, data);
if (GameSave != null && conn != null)
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, Connection conn = null)
{
DispatchOrdersToClients(conn, 0, Order.FromTargetString("Message", text, true).Serialize());
if (Dedicated)
Console.WriteLine("[{0}] {1}".F(DateTime.Now.ToString(Settings.TimestampFormat), text));
}
void InterpretServerOrder(Connection conn, Order o)
{
// 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.Socket.RemoteEndPoint, 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: {0}".F(o.TargetString));
}
break;
}
case "Chat":
DispatchOrdersToClients(conn, 0, o.Serialize());
break;
case "Pong":
{
long pingSent;
if (!OpenRA.Exts.TryParseInt64Invariant(o.TargetString, out pingSent))
{
Log.Write("server", "Invalid order pong payload: {0}", o.TargetString);
break;
}
var client = GetClient(conn);
if (client == null)
return;
var pingFromClient = LobbyInfo.PingFromClient(client);
if (pingFromClient == null)
return;
var history = pingFromClient.LatencyHistory.ToList();
history.Add(Game.RunTime - pingSent);
// Cap ping history at 5 values (25 seconds)
if (history.Count > 5)
history.RemoveRange(0, history.Count - 5);
pingFromClient.Latency = history.Sum() / history.Count;
pingFromClient.LatencyJitter = (history.Max() - history.Min()) / 2;
pingFromClient.LatencyHistory = history.ToArray();
SyncClientPing();
break;
}
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 = Platform.ResolvePath(
Platform.SupportDirPrefix,
"Saves",
ModData.Manifest.Id,
ModData.Manifest.Metadata.Version);
if (!Directory.Exists(baseSavePath))
Directory.CreateDirectory(baseSavePath);
GameSave.Save(Path.Combine(baseSavePath, filename));
DispatchOrdersToClients(null, 0, Order.FromTargetString("GameSaved", filename, true).Serialize());
}
break;
}
case "LoadGameSave":
{
if (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 = Platform.ResolvePath(
Platform.SupportDirPrefix,
"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);
var ping = LobbyInfo.PingFromClient(c);
if (ping != null)
LobbyInfo.ClientPings.Remove(ping);
}
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();
SyncClientPing();
break;
}
}
}
public Session.Client GetClient(Connection conn)
{
return LobbyInfo.ClientWithIndex(conn.PlayerIndex);
}
public void DropClient(Connection toDrop)
{
if (!PreConns.Remove(toDrop))
{
Conns.Remove(toDrop);
var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
if (dropClient == null)
return;
var suffix = "";
if (State == ServerState.GameStarted)
suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? " (Team {0})".F(dropClient.Team) : "";
SendMessage("{0}{1} has disconnected.".F(dropClient.Name, suffix));
// Send disconnected order, even if still in the lobby
DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize());
LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
LobbyInfo.ClientPings.RemoveAll(p => p.Index == toDrop.PlayerIndex);
// Client was the server admin
// TODO: Reassign admin for game in progress via an order
if (Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers)
{
// Remove any bots controlled by the admin
LobbyInfo.Clients.RemoveAll(c => c.Bot != null && c.BotControllerClientIndex == toDrop.PlayerIndex);
var nextAdmin = LobbyInfo.Clients.Where(c1 => c1.Bot == null)
.MinByOrDefault(c => c.Index);
if (nextAdmin != null)
{
nextAdmin.IsAdmin = true;
SendMessage("{0} is now the admin.".F(nextAdmin.Name));
}
}
DispatchOrders(toDrop, toDrop.MostRecentFrame, new[] { (byte)OrderType.Disconnect });
// All clients have left: clean up
if (!Conns.Any())
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
t.ServerEmpty(this);
if (Conns.Any() || Dedicated)
SyncLobbyClients();
if (!Dedicated && dropClient.IsAdmin)
Shutdown();
}
try
{
toDrop.Socket.Disconnect(false);
}
catch { }
}
public void SyncLobbyInfo()
{
if (State == ServerState.WaitingPlayers) // Don't do this while the game is running, it breaks things!
DispatchOrders(null, 0, Order.FromTargetString("SyncInfo", LobbyInfo.Serialize(), true).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncLobbyClients()
{
if (State != ServerState.WaitingPlayers)
return;
// TODO: Only need to sync the specific client that has changed to avoid conflicts!
var clientData = LobbyInfo.Clients.Select(client => client.Serialize()).ToList();
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyClients", clientData.WriteToString(), true).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncLobbySlots()
{
if (State != ServerState.WaitingPlayers)
return;
// TODO: Don't sync all the slots if just one changed!
var slotData = LobbyInfo.Slots.Select(slot => slot.Value.Serialize()).ToList();
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbySlots", slotData.WriteToString(), true).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncLobbyGlobalSettings()
{
if (State != ServerState.WaitingPlayers)
return;
var sessionData = new List<MiniYamlNode> { LobbyInfo.GlobalSettings.Serialize() };
DispatchOrders(null, 0, Order.FromTargetString("SyncLobbyGlobalSettings", sessionData.WriteToString(), true).Serialize());
foreach (var t in serverTraits.WithInterface<INotifySyncLobbyInfo>())
t.LobbyInfoSynced(this);
}
public void SyncClientPing()
{
// TODO: Split this further into per client ping orders
var clientPings = LobbyInfo.ClientPings.Select(ping => ping.Serialize()).ToList();
// Note that syncing pings doesn't trigger INotifySyncLobbyInfo
DispatchOrders(null, 0, Order.FromTargetString("SyncClientPings", clientPings.WriteToString(), true).Serialize());
}
public void StartGame()
{
listener.Stop();
Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat));
// Drop any unvalidated clients
foreach (var c in PreConns.ToArray())
DropClient(c);
// Drop any players who are not ready
foreach (var c in Conns.Where(c => GetClient(c).IsInvalid).ToArray())
{
SendOrderTo(c, "ServerError", "You have been kicked from the server!");
DropClient(c);
}
// HACK: Turn down the latency if there is only one real player
if (LobbyInfo.NonBotClients.Count() == 1)
LobbyInfo.GlobalSettings.OrderLatency = 1;
// 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 = !Dedicated && LobbyInfo.NonBotClients.Count() == 1;
SyncLobbyInfo();
State = ServerState.GameStarted;
foreach (var c in Conns)
foreach (var d in Conns)
DispatchOrdersToClient(c, d.PlayerIndex, 0x7FFFFFFF, new[] { (byte)OrderType.Disconnect });
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();
}
}
DispatchOrders(null, 0,
Order.FromTargetString("StartGame", startGameData, true).Serialize());
foreach (var t in serverTraits.WithInterface<IStartGame>())
t.GameStarted(this);
if (GameSave != null && GameSave.LastOrdersFrame >= 0)
{
GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
{
foreach (var c in Conns)
DispatchOrdersToClient(c, client, frame, data);
});
}
}
}
}