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author | pg9182 <96569817+pg9182@users.noreply.github.com> | 2022-10-15 07:04:31 -0400 |
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committer | pg9182 <96569817+pg9182@users.noreply.github.com> | 2022-10-15 07:04:31 -0400 |
commit | bfc491bd5ae200b0a069045ba70de8635e34c287 (patch) | |
tree | bc6e8a85b4657fc781d14e371cfc1b66219ccac5 /pkg/api/api0/serverlist.go | |
parent | f93a8ef70cbb31c1ff4eb805dab9a21cb2d0a1bb (diff) | |
download | Atlas-bfc491bd5ae200b0a069045ba70de8635e34c287.tar.gz Atlas-bfc491bd5ae200b0a069045ba70de8635e34c287.zip |
pkg/api/api0: Refactor server list updates
* Merge update and replace into ServerHybridUpdatePut.
* Integrate limits into ServerList itself.
* Allow new servers to replace live servers if gameserver and
authserver IP and port are identical.
* Move server token generation into ServerList.
Diffstat (limited to 'pkg/api/api0/serverlist.go')
-rw-r--r-- | pkg/api/api0/serverlist.go | 297 |
1 files changed, 178 insertions, 119 deletions
diff --git a/pkg/api/api0/serverlist.go b/pkg/api/api0/serverlist.go index 40e84c5..ba51223 100644 --- a/pkg/api/api0/serverlist.go +++ b/pkg/api/api0/serverlist.go @@ -87,6 +87,9 @@ func (s Server) clone() Server { } type ServerUpdate struct { + ID string // server to update + ExpectIP netip.Addr // require the server for ID to have this IP address to successfully update + Heartbeat bool Name *string Description *string @@ -96,6 +99,16 @@ type ServerUpdate struct { Playlist *string } +type ServerListLimit struct { + // MaxServers limits the number of registered servers. If <= 0, no limit is + // applied. + MaxServers int + + // MaxServersPerIP limits the number of registered servers per IP. If <= 0, + // no limit is applied. + MaxServersPerIP int +} + // NewServerList initializes a new server list. // // deadTime is the time since the last heartbeat after which a server is @@ -410,19 +423,31 @@ func (s *ServerList) GetServerCountByIP(ip netip.Addr) int { return n } -// ErrServerListDuplicateAuthAddr is returned by PutServerByAddr if the auth -// addr is already used by another live server. -var ErrServerListDuplicateAuthAddr = errors.New("already have server with auth addr") - -// PutServerByAddr creates or replaces a server by x.Addr and returns the new -// server ID (x.ID, x.LastHeartbeat, and x.Order is ignored). The bool -// represents whether a live server was replaced. An error is only returned if -// it fails to generate a new ID, if x.Addr is not set, or -// ErrServerListDuplicateAuthAddr if the auth port is duplicated by another live -// server (if so, the server list remains unchanged). Note that even if a ghost -// server has a matching Addr, a new server with a new ID is created (use -// UpdateServerByID to revive servers). -func (s *ServerList) PutServerByAddr(x *Server) (string, bool, error) { +var ( + ErrServerListDuplicateAuthAddr = errors.New("already have server with auth addr") + ErrServerListUpdateServerDead = errors.New("no server found") + ErrServerListUpdateWrongIP = errors.New("wrong server update ip") + ErrServerListLimitExceeded = errors.New("would exceed server list limits") +) + +// ServerHybridUpdatePut attempts to update a server by the server ID (if u is +// non-nil) (reviving it if necessary), and if that fails, then attempts to +// create/replace a server by the gameserver ip/port instead (if c is non-nil) +// while following the limits in l. It returns a copy of the resulting Server. +// +// If the returned error is non-nil, it will either be an unavoidable internal +// error (e.g, failure to get random data for the server id) or one of the +// following (use errors.Is): +// +// - ErrServerListDuplicateAuthAddr - if the auth ip/port of the server to create (if c) or revive (if u and server is a ghost) has already been used by a live server +// - ErrServerListUpdateServerDead - if no server matching the provided id exists (if u) AND c is not provided +// - ErrServerListUpdateWrongIP - if a server matching the provided id exists, but the ip doesn't match (if u and u.ExpectIP) +// - ErrServerListLimitExceeded - if adding the server would exceed server limits (if c and l) +// +// When creating a server using the values from c: c.Order, c.ID, +// c.ServerAuthToken, and c.LastHeartbeat will be generated by this function +// (any existing value is ignored). +func (s *ServerList) ServerHybridUpdatePut(u *ServerUpdate, c *Server, l ServerListLimit) (*Server, error) { t := s.now() // take a write lock on the server list @@ -440,135 +465,169 @@ func (s *ServerList) PutServerByAddr(x *Server) (string, bool, error) { s.servers3 = make(map[netip.AddrPort]*Server) } - // force an update when we're finished - defer s.csForceUpdate() - defer s.csUpdateNextUpdateTime() + // if we have an update + if u != nil { - // deep copy the server info - nsrv := x.clone() + // check if the server with the ID is alive or that u has a heartbeat + // and the server is a ghost + if esrv, exists := s.servers2[u.ID]; exists || s.isServerAlive(esrv, t) || (u.Heartbeat && s.isServerGhost(esrv, t)) { - // check the addresses - if !nsrv.Addr.IsValid() { - return "", false, fmt.Errorf("addr is missing") - } - if nsrv.AuthPort == 0 { - return "", false, fmt.Errorf("authport is missing") - } + // ensure a live server hasn't already taken the auth port (which + // can happen if it was a ghost and a new server got registered) + if osrv, exists := s.servers3[esrv.AuthAddr()]; !exists || esrv == osrv { - // error if there's an existing server with a matching auth addr - if esrv, exists := s.servers3[nsrv.AuthAddr()]; exists { - if s.isServerAlive(esrv, t) { - return "", false, fmt.Errorf("%w %s (used for server %s)", ErrServerListDuplicateAuthAddr, nsrv.AuthAddr(), esrv.Addr) - } - } + // check the update ip + if u.ExpectIP.IsValid() && esrv.Addr.Addr() != u.ExpectIP { + return nil, ErrServerListUpdateWrongIP + } - // allocate a new server ID, skipping any which already exist - for { - sid, err := cryptoRandHex(32) - if err != nil { - return "", false, fmt.Errorf("failed to generate new server id: %w", err) - } - if _, exists := s.servers2[sid]; exists { - continue // try another id + // do the update + var changed bool + if u.Heartbeat { + esrv.LastHeartbeat, changed = t, true + s.csUpdateNextUpdateTime() + } + if u.Name != nil { + esrv.Name, changed = *u.Name, true + } + if u.Description != nil { + esrv.Description, changed = *u.Description, true + } + if u.Map != nil { + esrv.Map, changed = *u.Map, true + } + if u.Playlist != nil { + esrv.Playlist, changed = *u.Playlist, true + } + if u.PlayerCount != nil { + esrv.PlayerCount, changed = *u.PlayerCount, true + } + if u.MaxPlayers != nil { + esrv.MaxPlayers, changed = *u.MaxPlayers, true + } + if changed { + s.csForceUpdate() + } + + // return a copy of the updated server + r := esrv.clone() + return &r, nil + } + } else { + if s.isServerGone(esrv, t) { + s.freeServer(esrv) // if the server we found shouldn't exist anymore, clean it up + } } - nsrv.ID = sid - break + // fallthough - no eligible server to update, try to create one instead } - // set the heartbeat time to the current time - nsrv.LastHeartbeat = t + // create/replace a server instead if we have s + if s != nil { - // set the server order - nsrv.Order = s.order.Add(1) + // deep copy the new server info + nsrv := c.clone() - // remove any existing server with a matching game address/port - var replaced bool - if esrv, exists := s.servers1[nsrv.Addr]; exists { - if s.isServerAlive(esrv, t) { - replaced = true + // check the addresses + if !nsrv.Addr.IsValid() { + return nil, fmt.Errorf("addr is missing") + } + if nsrv.AuthPort == 0 { + return nil, fmt.Errorf("authport is missing") } - s.freeServer(esrv) - } - // add it to the indexes (the pointers MUST be the same or stuff will break) - s.servers1[nsrv.Addr] = &nsrv - s.servers2[nsrv.ID] = &nsrv - s.servers3[nsrv.AuthAddr()] = &nsrv + // error if there's an existing server with a matching auth addr (note: + // same ip as gameserver, different port) but different gameserver addr + // (it's probably a config mistake on the server owner's side) + if esrv, exists := s.servers3[nsrv.AuthAddr()]; exists && s.isServerAlive(esrv, t) { + + // we want to allow the server to be replaced if the gameserver and + // authserver addr are the same since it probably just restarted + // after a crash (it's not like you can have multiple servers + // listening on the same port with default config, so presumably the + // old server must be gone anyways) + if esrv.Addr != nsrv.Addr { + return nil, fmt.Errorf("%w %s (used for server %s)", ErrServerListDuplicateAuthAddr, nsrv.AuthAddr(), esrv.Addr) + } + } - // return the new ID - return nsrv.ID, replaced, nil -} + // we will need to remove an existing server with a matching game + // address/port if it exists + var toReplace *Server + if esrv, exists := s.servers1[nsrv.Addr]; exists { + if s.isServerGone(esrv, t) { + s.freeServer(esrv) // if the server we found shouldn't exist anymore, clean it up + } else { + toReplace = esrv + } + } -var ( - ErrServerListUpdateServerDead = errors.New("no server found") - ErrServerListUpdateWrongIP = errors.New("wrong server update ip") -) + // check limits + if l.MaxServers != 0 || l.MaxServersPerIP != 0 { + nSrv, nSrvIP := 1, 1 + for _, esrv := range s.servers1 { + if s.isServerAlive(esrv, t) && esrv != toReplace { + if esrv.Addr.Addr() == nsrv.Addr.Addr() { + nSrvIP++ + } + nSrv++ + } + } + if l.MaxServers > 0 && nSrv > l.MaxServers { + return nil, fmt.Errorf("%w: too many servers (%d)", ErrServerListLimitExceeded, nSrv) + } + if l.MaxServersPerIP > 0 && nSrvIP > l.MaxServersPerIP { + return nil, fmt.Errorf("%w: too many servers for ip %s (%d)", ErrServerListLimitExceeded, nsrv.Addr.Addr(), nSrv) + } + } -// UpdateServerByID updates values for the server with the provided ID. If the -// error nil, the server was updated. If no live server (or a ghost server which -// could be made alive from u.Heartbeat) was found, errors.Is(err, -// ErrServerListUpdateServerDead). If ip is valid and doesn't match the target -// server, errors.Is(err, ErrServerListUpdateWrongIP). -func (s *ServerList) UpdateServerByID(id string, ip netip.Addr, u *ServerUpdate) error { - t := s.now() + // generate a new server token + if tok, err := cryptoRandHex(32); err != nil { + return nil, fmt.Errorf("generate new server auth token: %w", err) + } else { + nsrv.ServerAuthToken = tok + } - // take a write lock on the server list - s.mu.Lock() - defer s.mu.Unlock() + // allocate a new server ID, skipping any which already exist + for { + sid, err := cryptoRandHex(32) + if err != nil { + return nil, fmt.Errorf("generate new server id: %w", err) + } + if _, exists := s.servers2[sid]; exists { + continue // try another id since another server already used it + } + nsrv.ID = sid + break + } - // if the map isn't initialized, we don't have any servers - if s.servers2 == nil { - return ErrServerListUpdateServerDead - } + // set the server order + nsrv.Order = s.order.Add(1) - // force an update when we're finished - defer s.csForceUpdate() - defer s.csUpdateNextUpdateTime() + // set the heartbeat time to the current time + nsrv.LastHeartbeat = t - // get the server if it's eligible for updates - esrv, exists := s.servers2[id] - if !(exists || s.isServerAlive(esrv, t) || (u.Heartbeat && s.isServerGhost(esrv, t))) { - if s.isServerGone(esrv, t) { - s.freeServer(esrv) + // remove the existing server so we can add the new one + if toReplace != nil { + s.freeServer(toReplace) } - return ErrServerListUpdateServerDead - } - - // ensure another server hasn't already taken the auth port (which can - // happen if it was a ghost) - if osrv, exists := s.servers3[esrv.AuthAddr()]; exists && esrv != osrv { - return ErrServerListUpdateServerDead - } - if ip.IsValid() && esrv.Addr.Addr() != ip { - return ErrServerListUpdateWrongIP - } + // add the new one (the pointers MUST be the same or stuff will break) + s.servers1[nsrv.Addr] = &nsrv + s.servers2[nsrv.ID] = &nsrv + s.servers3[nsrv.AuthAddr()] = &nsrv - // do the update - if u.Heartbeat { - esrv.LastHeartbeat = t + // trigger /client/servers updates + s.csForceUpdate() s.csUpdateNextUpdateTime() + + // return a copy of the new server + r := nsrv.clone() + return &r, nil } - if u.Name != nil { - esrv.Name = *u.Name - } - if u.Description != nil { - esrv.Description = *u.Description - } - if u.Map != nil { - esrv.Map = *u.Map - } - if u.Playlist != nil { - esrv.Playlist = *u.Playlist - } - if u.PlayerCount != nil { - esrv.PlayerCount = *u.PlayerCount - } - if u.MaxPlayers != nil { - esrv.MaxPlayers = *u.MaxPlayers - } - s.csForceUpdate() - return nil + + // if we don't have an update or a new server to create/replace instead, we + // didn't find any eligible live servers, so... + return nil, ErrServerListUpdateServerDead } // ReapServers deletes dead servers from memory. |