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-rw-r--r--pkg/api/api0/serverlist.go758
1 files changed, 758 insertions, 0 deletions
diff --git a/pkg/api/api0/serverlist.go b/pkg/api/api0/serverlist.go
new file mode 100644
index 0000000..b56f880
--- /dev/null
+++ b/pkg/api/api0/serverlist.go
@@ -0,0 +1,758 @@
+package api0
+
+import (
+ "bytes"
+ "errors"
+ "fmt"
+ "net/netip"
+ "sort"
+ "strconv"
+ "sync"
+ "sync/atomic"
+ "time"
+ "unicode/utf8"
+)
+
+// ServerList stores information about registered game servers. It does not do
+// any validation of its own except for ensuring ID and addr/port are unique,
+// and filtering dead servers.
+type ServerList struct {
+ // config (must not be changed after the ServerList is used)
+ deadTime time.Duration
+ ghostTime time.Duration
+
+ // servers
+ mu sync.RWMutex // must be held while modifying the order and maps below
+ order atomic.Uint64 // to preserve server insertion order
+ servers1 map[netip.AddrPort]*Server // game addr
+ servers2 map[string]*Server // server id
+ servers3 map[netip.AddrPort]*Server // auth addr
+
+ // /client/servers json caching
+ csNext atomic.Pointer[time.Time] // latest next update time for the /client/servers response
+ csForce atomic.Bool // flag to force an update
+ csUpdateMu sync.Mutex // ensures only one update runs at a time
+ csUpdateWg sync.WaitGroup // allows other goroutines to wait for that update to complete
+ csBytes atomic.Pointer[[]byte] // contents of buffer must not be modified; only swapped
+
+ // for unit tests
+ __clock func() time.Time
+}
+
+type Server struct {
+ Order uint64
+ ID string // unique, must not be modified after creation
+ Addr netip.AddrPort // unique, must not be modified after creation
+
+ Name string
+ Description string
+ AuthPort uint16
+ Password string // blank for none
+
+ LastHeartbeat time.Time
+ PlayerCount int
+ MaxPlayers int
+ Map string
+ Playlist string
+
+ ModInfo []ServerModInfo
+}
+
+type ServerModInfo struct {
+ Name string
+ Version string
+ RequiredOnClient bool
+}
+
+// AuthAddr returns the auth address for the server.
+func (s Server) AuthAddr() netip.AddrPort {
+ return netip.AddrPortFrom(s.Addr.Addr(), s.AuthPort)
+}
+
+// clone returns a deep copy of s.
+func (s Server) clone() Server {
+ m := make([]ServerModInfo, len(s.ModInfo))
+ s.ModInfo = m
+ return s
+}
+
+type ServerUpdate struct {
+ Heartbeat bool
+ Name *string
+ Description *string
+ PlayerCount *int
+ MaxPlayers *int
+ Map *string
+ Playlist *string
+}
+
+// NewServerList initializes a new server list.
+//
+// deadTime is the time since the last heartbeat after which a server is
+// considered dead. A dead server will not be listed on the server list.
+//
+// ghostTime is the time since the last heartbeat after which a server cannot be
+// revived by the same ip/port combination. This allows restarted or crashed
+// servers to recover the same server ID. Since a server must be dead to be a
+// ghost, GhostTime must be > DeadTime for it to have any effect.
+//
+// If both are nonzero, they must be positive, and deadTime must be less than
+// ghostTime. Otherwise, NewServerList will panic.
+func NewServerList(deadTime, ghostTime time.Duration) *ServerList {
+ if deadTime < 0 {
+ panic("api0: serverlist: deadTime must be >= 0")
+ }
+ if ghostTime < 0 {
+ panic("api0: serverlist: ghostTime must be >= 0")
+ }
+ if deadTime > ghostTime {
+ panic("api0: serverlist: deadTime must be <= ghostTime")
+ }
+ return &ServerList{
+ deadTime: deadTime,
+ ghostTime: ghostTime,
+ }
+}
+
+// csGetJSON efficiently gets the JSON response for /client/servers.
+// The returned byte slice must not be modified (and will not be modified).
+func (s *ServerList) csGetJSON() []byte {
+ t := s.now()
+
+ // if we have a cached response
+ //
+ // note: it might seem like there's a possibility of a race between the
+ // different checks below, but it's okay since if an update starts in the
+ // fraction of time between the checks, it's not the end of the world if we
+ // return a barely out-of-date list (which means we don't need to have
+ // unnecessary mutex locking here)
+ if b := s.csBytes.Load(); b != nil {
+ // and we don't need to update due to changed values
+ if !s.csForce.Load() {
+ // and we haven't reached the next heartbeat expiry time
+ if forceTime := s.csNext.Load(); forceTime == nil || forceTime.IsZero() || forceTime.After(t) {
+ // then return the existing buffer
+ return *b
+ }
+ }
+ }
+
+ // take a read lock on the server list
+ //
+ // note: since the functions which update the server list take a write lock
+ // (which can't be taken while there are read locks), it is safe to
+ // overwrite csForce to false and csNext to the next update time (i.e., we
+ // won't have a chance of accidentally setting it to a later time than the
+ // pending server list change)
+ //
+ // note: since RLock blocks if a write is pending, we can still be
+ // guaranteed to get the latest server list within an absolute amount of
+ // time even if there is heavy contention on the lock
+ s.mu.RLock()
+ defer s.mu.RUnlock()
+
+ // ensure only one update runs at once; otherwise wait for the existing one
+ // to finish so we don't waste cpu cycles
+ if !s.csUpdateMu.TryLock() {
+ // wait for the existing update to finish, then return the list (which
+ // will be non-nil unless the update did something stupid like
+ // panicking, in which case we have bigger problems)
+ s.csUpdateWg.Wait()
+ return *s.csBytes.Load()
+ } else {
+ // we've been selected to perform the update
+ defer s.csUpdateMu.Unlock()
+ s.csUpdateWg.Add(1)
+ defer s.csUpdateWg.Done()
+ }
+
+ // when we're done, clear the force update flag and schedule the next update
+ defer s.csForce.Store(false)
+ defer s.csUpdateNextUpdateTime()
+
+ // get the servers in the original order
+ ss := make([]*Server, 0, len(s.servers1)) // up to the current size of the servers map
+ if s.servers1 != nil {
+ for _, srv := range s.servers1 {
+ if s.isServerAlive(srv, t) {
+ ss = append(ss, srv)
+ }
+ }
+ }
+ sort.Slice(ss, func(i, j int) bool {
+ return ss[i].Order < ss[j].Order
+ })
+
+ // generate the json
+ //
+ // note: we write it manually to avoid copying the entire list and to avoid the perf overhead of reflection
+ var b bytes.Buffer
+ b.WriteByte('[')
+ for i, srv := range ss {
+ if i != 0 {
+ b.WriteByte(',')
+ }
+ b.WriteString(`{"lastHeartbeat":`)
+ b.WriteString(strconv.FormatInt(srv.LastHeartbeat.UnixMilli(), 10))
+ b.WriteString(`,"id":`)
+ encodeJSONString(&b, []byte(srv.ID))
+ b.WriteString(`,"name":`)
+ encodeJSONString(&b, []byte(srv.Name))
+ b.WriteString(`,"description":`)
+ encodeJSONString(&b, []byte(srv.Description))
+ b.WriteString(`,"playerCount":`)
+ b.WriteString(strconv.FormatInt(int64(srv.PlayerCount), 10))
+ b.WriteString(`,"maxPlayers":`)
+ b.WriteString(strconv.FormatInt(int64(srv.MaxPlayers), 10))
+ b.WriteString(`,"map":`)
+ encodeJSONString(&b, []byte(srv.Map))
+ b.WriteString(`,"playlist":`)
+ encodeJSONString(&b, []byte(srv.Playlist))
+ if srv.Password != "" {
+ b.WriteString(`,"hasPassword":true`)
+ } else {
+ b.WriteString(`,"hasPassword":false`)
+ }
+ b.WriteString(`,"modInfo":{"Mods":[`)
+ for j, mi := range srv.ModInfo {
+ if j != 0 {
+ b.WriteByte(',')
+ }
+ b.WriteString(`{"Name":`)
+ encodeJSONString(&b, []byte(mi.Name))
+ b.WriteString(`,"Version":`)
+ encodeJSONString(&b, []byte(mi.Version))
+ if mi.RequiredOnClient {
+ b.WriteString(`,"RequiredOnClient":true}`)
+ } else {
+ b.WriteString(`,"RequiredOnClient":false}`)
+ }
+ }
+ b.WriteString(`]}}`)
+ }
+ b.WriteByte(']')
+
+ // cache it
+ buf := b.Bytes()
+ s.csBytes.Store(&buf)
+
+ return b.Bytes()
+}
+
+// csUpdateNextUpdateTime updates the next update time for the cached
+// /client/servers response. It must be called after any time updates while
+// holding a write lock on s.mu.
+func (s *ServerList) csUpdateNextUpdateTime() {
+ var u time.Time
+ if s.servers1 != nil {
+ for _, srv := range s.servers1 {
+ if s.deadTime != 0 {
+ if x := srv.LastHeartbeat.Add(s.deadTime); u.IsZero() || x.Before(u) {
+ u = x
+ }
+ }
+ if s.ghostTime != 0 {
+ if x := srv.LastHeartbeat.Add(s.ghostTime); u.IsZero() || x.Before(u) {
+ u = x
+ }
+ }
+ }
+ }
+ // we don't need to check the old value since while we have s.mu, we're the
+ // only ones who can write to csNext
+ s.csNext.Store(&u)
+}
+
+// csForceUpdate forces an update for the cached /client/servers response. It
+// must be called after any value updates while holding a write lock on s.mu.
+func (s *ServerList) csForceUpdate() {
+ s.csForce.Store(true)
+}
+
+// GetLiveServers loops over live (i.e., not dead/ghost) servers until fn
+// returns false. The order of the servers is non-deterministic.
+func (s *ServerList) GetLiveServers(fn func(*Server) bool) {
+ t := s.now()
+
+ // take a read lock on the server list
+ s.mu.RLock()
+ defer s.mu.RUnlock()
+
+ // call fn for live servers
+ if s.servers1 != nil {
+ for _, srv := range s.servers1 {
+ if s.isServerAlive(srv, t) {
+ if c := srv.clone(); !fn(&c) {
+ break
+ }
+ }
+ }
+ }
+}
+
+// GetServerByID returns a deep copy of the server with id, or nil if it is
+// dead.
+func (s *ServerList) GetServerByID(id string) *Server {
+ t := s.now()
+
+ // take a read lock on the server list
+ s.mu.RLock()
+ defer s.mu.RUnlock()
+
+ if s.servers2 != nil {
+ if srv, ok := s.servers2[id]; ok && s.isServerAlive(srv, t) {
+ c := srv.clone()
+ return &c
+ }
+ }
+ return nil
+}
+
+// DeleteServerByID deletes a server by its ID, returning true if a live server
+// was deleted.
+func (s *ServerList) DeleteServerByID(id string) bool {
+ t := s.now()
+
+ // take a write lock on the server list
+ s.mu.Lock()
+ defer s.mu.Unlock()
+
+ var live bool
+ if s.servers2 != nil {
+ if esrv, exists := s.servers2[id]; exists {
+ if s.isServerAlive(esrv, t) {
+ live = true
+ }
+ s.freeServer(esrv)
+ }
+ }
+ return live
+}
+
+// GetServerCountByIP gets the number of live servers for the given IP address.
+// If ip is the zero netip.Addr, the total number of live servers are returned.
+func (s *ServerList) GetServerByIP(ip netip.Addr) int {
+ // take a read lock on the server list
+ s.mu.RLock()
+ defer s.mu.RUnlock()
+
+ // count the servers
+ var n int
+ if s.servers1 != nil {
+ for _, srv := range s.servers1 {
+ if !ip.IsValid() || srv.Addr.Addr() != ip {
+ n++
+ }
+ }
+ }
+ 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) {
+ t := s.now()
+
+ // take a write lock on the server list
+ s.mu.Lock()
+ defer s.mu.Unlock()
+
+ // ensure maps are initialized
+ if s.servers1 == nil {
+ s.servers1 = make(map[netip.AddrPort]*Server)
+ }
+ if s.servers2 == nil {
+ s.servers2 = make(map[string]*Server)
+ }
+ if s.servers3 == nil {
+ s.servers3 = make(map[netip.AddrPort]*Server)
+ }
+
+ // force an update when we're finished
+ defer s.csForceUpdate()
+ defer s.csUpdateNextUpdateTime()
+
+ // deep copy the server info
+ nsrv := x.clone()
+
+ // 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")
+ }
+
+ // 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", ErrServerListDuplicateAuthAddr, nsrv.AuthAddr())
+ }
+ }
+
+ // 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
+ }
+ nsrv.ID = sid
+ break
+ }
+
+ // set the heartbeat time to the current time
+ nsrv.LastHeartbeat = t
+
+ // set the server order
+ nsrv.Order = s.order.Add(1)
+
+ // 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
+ }
+ 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
+
+ // return the new ID
+ return nsrv.ID, replaced, nil
+}
+
+// UpdateServerByID updates values for the server with the provided ID,
+// returning false if it is dead (and couldn't be revived by the heartbeat, if
+// any).
+func (s *ServerList) UpdateServerByID(id string, u *ServerUpdate) bool {
+ t := s.now()
+
+ // take a write lock on the server list
+ s.mu.Lock()
+ defer s.mu.Unlock()
+
+ // if the map isn't initialized, we don't have any servers
+ if s.servers2 == nil {
+ return false
+ }
+
+ // force an update when we're finished
+ defer s.csForceUpdate()
+ defer s.csUpdateNextUpdateTime()
+
+ // 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)
+ }
+ return false
+ }
+
+ // 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 false
+ }
+
+ // do the update
+ if u.Heartbeat {
+ esrv.LastHeartbeat = t
+ s.csUpdateNextUpdateTime()
+ }
+ 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 true
+}
+
+// ReapServers deletes dead servers from memory.
+func (s *ServerList) ReapServers() {
+ t := s.now()
+
+ // take a write lock on the server list
+ s.mu.Lock()
+ defer s.mu.Unlock()
+
+ // reap servers
+ //
+ // note: unlike a slice, it's safe to delete while looping over a map
+ if s.servers1 != nil {
+ for _, srv := range s.servers1 {
+ if s.isServerGone(srv, t) {
+ s.freeServer(srv)
+ }
+ }
+ }
+}
+
+// freeServer frees the provided server from memory. It must be called while a
+// write lock is held on s.
+func (s *ServerList) freeServer(x *Server) {
+ // we need to ensure that we only delete a server from the indexes if the
+ // index is pointing to our specific server since a new server with the same
+ // address could have replaced it
+ if s.servers1 != nil {
+ if esrv, exists := s.servers1[x.Addr]; exists && esrv == x {
+ delete(s.servers1, x.Addr)
+ }
+ }
+ if s.servers2 != nil {
+ if esrv, exists := s.servers2[x.ID]; exists && esrv == x {
+ delete(s.servers2, x.ID)
+ }
+ }
+ if s.servers3 != nil {
+ if esrv, exists := s.servers3[x.AuthAddr()]; exists && esrv == x {
+ delete(s.servers3, x.AuthAddr())
+ }
+ }
+}
+
+// TODO: backup/restore (remember to reset cs cache, ensure heartbeat times are not in the future, and set the order var)
+
+func (s *ServerList) isServerAlive(x *Server, t time.Time) bool {
+ if x == nil {
+ return false
+ }
+ if s.deadTime == 0 {
+ return true
+ }
+ d := t.Sub(x.LastHeartbeat)
+ return s.deadTime == 0 || d < s.deadTime
+}
+
+func (s *ServerList) isServerGhost(x *Server, t time.Time) bool {
+ if x == nil {
+ return false
+ }
+ if s.deadTime == 0 || s.ghostTime == 0 {
+ return true
+ }
+ d := t.Sub(x.LastHeartbeat)
+ return d >= s.deadTime && d < s.ghostTime
+}
+
+func (s *ServerList) isServerGone(x *Server, t time.Time) bool {
+ if x == nil {
+ return false
+ }
+ if s.deadTime == 0 || s.ghostTime == 0 {
+ return false
+ }
+ d := t.Sub(x.LastHeartbeat)
+ return d >= s.deadTime && d >= s.ghostTime
+}
+
+func (s *ServerList) now() time.Time {
+ if s.__clock != nil {
+ return s.__clock()
+ }
+ return time.Now()
+}
+
+// jsonSafeSet is encoding/json.safeSet.
+var jsonSafeSet = [utf8.RuneSelf]bool{
+ ' ': true,
+ '!': true,
+ '"': false,
+ '#': true,
+ '$': true,
+ '%': true,
+ '&': true,
+ '\'': true,
+ '(': true,
+ ')': true,
+ '*': true,
+ '+': true,
+ ',': true,
+ '-': true,
+ '.': true,
+ '/': true,
+ '0': true,
+ '1': true,
+ '2': true,
+ '3': true,
+ '4': true,
+ '5': true,
+ '6': true,
+ '7': true,
+ '8': true,
+ '9': true,
+ ':': true,
+ ';': true,
+ '<': true,
+ '=': true,
+ '>': true,
+ '?': true,
+ '@': true,
+ 'A': true,
+ 'B': true,
+ 'C': true,
+ 'D': true,
+ 'E': true,
+ 'F': true,
+ 'G': true,
+ 'H': true,
+ 'I': true,
+ 'J': true,
+ 'K': true,
+ 'L': true,
+ 'M': true,
+ 'N': true,
+ 'O': true,
+ 'P': true,
+ 'Q': true,
+ 'R': true,
+ 'S': true,
+ 'T': true,
+ 'U': true,
+ 'V': true,
+ 'W': true,
+ 'X': true,
+ 'Y': true,
+ 'Z': true,
+ '[': true,
+ '\\': false,
+ ']': true,
+ '^': true,
+ '_': true,
+ '`': true,
+ 'a': true,
+ 'b': true,
+ 'c': true,
+ 'd': true,
+ 'e': true,
+ 'f': true,
+ 'g': true,
+ 'h': true,
+ 'i': true,
+ 'j': true,
+ 'k': true,
+ 'l': true,
+ 'm': true,
+ 'n': true,
+ 'o': true,
+ 'p': true,
+ 'q': true,
+ 'r': true,
+ 's': true,
+ 't': true,
+ 'u': true,
+ 'v': true,
+ 'w': true,
+ 'x': true,
+ 'y': true,
+ 'z': true,
+ '{': true,
+ '|': true,
+ '}': true,
+ '~': true,
+ '\u007f': true,
+}
+
+// encodeJSONString is based on encoding/json.encodeState.stringBytes.
+func encodeJSONString(e *bytes.Buffer, s []byte) {
+ const hex = "0123456789abcdef"
+
+ e.WriteByte('"')
+ start := 0
+ for i := 0; i < len(s); {
+ if b := s[i]; b < utf8.RuneSelf {
+ if jsonSafeSet[b] {
+ i++
+ continue
+ }
+ if start < i {
+ e.Write(s[start:i])
+ }
+ e.WriteByte('\\')
+ switch b {
+ case '\\', '"':
+ e.WriteByte(b)
+ case '\n':
+ e.WriteByte('n')
+ case '\r':
+ e.WriteByte('r')
+ case '\t':
+ e.WriteByte('t')
+ default:
+ // This encodes bytes < 0x20 except for \t, \n and \r.
+ // If escapeHTML is set, it also escapes <, >, and &
+ // because they can lead to security holes when
+ // user-controlled strings are rendered into JSON
+ // and served to some browsers.
+ e.WriteString(`u00`)
+ e.WriteByte(hex[b>>4])
+ e.WriteByte(hex[b&0xF])
+ }
+ i++
+ start = i
+ continue
+ }
+ c, size := utf8.DecodeRune(s[i:])
+ if c == utf8.RuneError && size == 1 {
+ if start < i {
+ e.Write(s[start:i])
+ }
+ e.WriteString(`\ufffd`)
+ i += size
+ start = i
+ continue
+ }
+ // U+2028 is LINE SEPARATOR.
+ // U+2029 is PARAGRAPH SEPARATOR.
+ // They are both technically valid characters in JSON strings,
+ // but don't work in JSONP, which has to be evaluated as JavaScript,
+ // and can lead to security holes there. It is valid JSON to
+ // escape them, so we do so unconditionally.
+ // See http://timelessrepo.com/json-isnt-a-javascript-subset for discussion.
+ if c == '\u2028' || c == '\u2029' {
+ if start < i {
+ e.Write(s[start:i])
+ }
+ e.WriteString(`\u202`)
+ e.WriteByte(hex[c&0xF])
+ i += size
+ start = i
+ continue
+ }
+ i += size
+ }
+ if start < len(s) {
+ e.Write(s[start:])
+ }
+ e.WriteByte('"')
+}