diff options
Diffstat (limited to 'pkg/api/api0')
-rw-r--r-- | pkg/api/api0/serverlist.go | 758 |
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('"') +} |