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-rw-r--r--pkg/api/api0/server.go104
-rw-r--r--pkg/api/api0/serverlist.go68
2 files changed, 113 insertions, 59 deletions
diff --git a/pkg/api/api0/server.go b/pkg/api/api0/server.go
index dc0391d..29cbcda 100644
--- a/pkg/api/api0/server.go
+++ b/pkg/api/api0/server.go
@@ -206,51 +206,6 @@ func (h *Handler) handleServerAddServer(w http.ResponseWriter, r *http.Request)
Msgf("failed to parse modinfo")
}
- verifyDeadline := time.Now().Add(time.Second * 10)
- if err := func() error {
- ctx, cancel := context.WithDeadline(r.Context(), verifyDeadline)
- defer cancel()
-
- req, err := http.NewRequestWithContext(ctx, http.MethodGet, fmt.Sprintf("http://%s/verify", s.AuthAddr()), nil)
- if err != nil {
- return err
- }
- req.Header.Set("User-Agent", "Atlas")
-
- resp, err := http.DefaultClient.Do(req)
- if err != nil {
- return err
- }
- defer resp.Body.Close()
-
- buf, err := io.ReadAll(io.LimitReader(resp.Body, 100))
- if err != nil {
- return err
- }
- if string(bytes.TrimSpace(buf)) != "I am a northstar server!" {
- return fmt.Errorf("unexpected response")
- }
- return nil
- }(); err != nil {
- if errors.Is(err, context.DeadlineExceeded) {
- err = fmt.Errorf("request timed out")
- }
- respJSON(w, r, http.StatusBadGateway, map[string]any{
- "success": false,
- "error": ErrorCode_BAD_GAMESERVER_RESPONSE,
- "msg": ErrorCode_BAD_GAMESERVER_RESPONSE.Messagef("failed to connect to auth port: %v", err),
- })
- return
- }
- if err := a2s.Probe(s.Addr, time.Until(verifyDeadline)); err != nil {
- respJSON(w, r, http.StatusBadGateway, map[string]any{
- "success": false,
- "error": ErrorCode_BAD_GAMESERVER_RESPONSE,
- "msg": ErrorCode_BAD_GAMESERVER_RESPONSE.Messagef("failed to connect to game port: %v", err),
- })
- return
- }
-
var l ServerListLimit
if n := h.MaxServers; n > 0 {
l.MaxServers = n
@@ -292,6 +247,65 @@ func (h *Handler) handleServerAddServer(w http.ResponseWriter, r *http.Request)
return
}
+ if !nsrv.VerificationDeadline.IsZero() {
+ if err := func() error {
+ ctx, cancel := context.WithDeadline(r.Context(), nsrv.VerificationDeadline)
+ defer cancel()
+
+ req, err := http.NewRequestWithContext(ctx, http.MethodGet, fmt.Sprintf("http://%s/verify", s.AuthAddr()), nil)
+ if err != nil {
+ return err
+ }
+ req.Header.Set("User-Agent", "Atlas")
+
+ resp, err := http.DefaultClient.Do(req)
+ if err != nil {
+ return err
+ }
+ defer resp.Body.Close()
+
+ buf, err := io.ReadAll(io.LimitReader(resp.Body, 100))
+ if err != nil {
+ return err
+ }
+ if string(bytes.TrimSpace(buf)) != "I am a northstar server!" {
+ return fmt.Errorf("unexpected response")
+ }
+ return nil
+ }(); err != nil {
+ if errors.Is(err, context.DeadlineExceeded) {
+ err = fmt.Errorf("request timed out")
+ }
+ var code ErrorCode
+ if err.Error() == "unexpected response" {
+ code = ErrorCode_BAD_GAMESERVER_RESPONSE
+ } else {
+ code = ErrorCode_NO_GAMESERVER_RESPONSE
+ }
+ respJSON(w, r, http.StatusBadGateway, map[string]any{
+ "success": false,
+ "error": code,
+ "msg": code.Messagef("failed to connect to auth port: %v", err),
+ })
+ return
+ }
+ if err := a2s.Probe(s.Addr, time.Until(nsrv.VerificationDeadline)); err != nil {
+ respJSON(w, r, http.StatusBadGateway, map[string]any{
+ "success": false,
+ "error": ErrorCode_BAD_GAMESERVER_RESPONSE,
+ "msg": ErrorCode_BAD_GAMESERVER_RESPONSE.Messagef("failed to connect to game port: %v", err),
+ })
+ return
+ }
+ if !h.ServerList.VerifyServer(nsrv.ID) {
+ respJSON(w, r, http.StatusBadGateway, map[string]any{
+ "success": false,
+ "error": ErrorCode_NO_GAMESERVER_RESPONSE,
+ "msg": ErrorCode_NO_GAMESERVER_RESPONSE.Messagef("verification timed out"),
+ })
+ }
+ }
+
respJSON(w, r, http.StatusOK, map[string]any{
"success": true,
"id": nsrv.ID,
diff --git a/pkg/api/api0/serverlist.go b/pkg/api/api0/serverlist.go
index ca57280..3248465 100644
--- a/pkg/api/api0/serverlist.go
+++ b/pkg/api/api0/serverlist.go
@@ -16,11 +16,12 @@ import (
// 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.
+// and filtering dead/unverified/ghost servers.
type ServerList struct {
// config (must not be changed after the ServerList is used)
- deadTime time.Duration
- ghostTime time.Duration
+ verifyTime time.Duration
+ deadTime time.Duration
+ ghostTime time.Duration
// servers
mu sync.RWMutex // must be held while modifying the order and maps below
@@ -56,11 +57,13 @@ type Server struct {
AuthPort uint16
Password string // blank for none
- LastHeartbeat time.Time
- PlayerCount int
- MaxPlayers int
- Map string
- Playlist string
+ VerificationDeadline time.Time // zero once verified
+ LastHeartbeat time.Time
+
+ PlayerCount int
+ MaxPlayers int
+ Map string
+ Playlist string
ServerAuthToken string // used for authenticating the masterserver to the gameserver authserver
@@ -111,6 +114,9 @@ type ServerListLimit struct {
// NewServerList initializes a new server list.
//
+// verifyTime is the amount of time a server has to complete verification after
+// it is created.
+//
// 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. It must
// be >= verifyTime if nonzero.
@@ -122,9 +128,15 @@ type ServerListLimit struct {
//
// 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 {
+func NewServerList(deadTime, ghostTime, verifyTime time.Duration) *ServerList {
+ if verifyTime < 0 {
+ panic("api0: serverlist: verifyTime must be >= 0")
+ }
if deadTime < 0 {
- panic("api0: serverlist: deadTime must be >= 0")
+ panic("api0: serverlist: deadTime must be >= verifyTime")
+ }
+ if deadTime != 0 && verifyTime != 0 && deadTime <= verifyTime {
+ panic("api0: server")
}
if ghostTime < 0 {
panic("api0: serverlist: ghostTime must be >= 0")
@@ -133,8 +145,9 @@ func NewServerList(deadTime, ghostTime time.Duration) *ServerList {
panic("api0: serverlist: deadTime must be <= ghostTime")
}
return &ServerList{
- deadTime: deadTime,
- ghostTime: ghostTime,
+ verifyTime: verifyTime,
+ deadTime: deadTime,
+ ghostTime: ghostTime,
}
}
@@ -416,6 +429,8 @@ var (
// 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 resulting server's VerificationDeadline is nonzero, the server must be
+// verified.
//
// 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
@@ -427,8 +442,8 @@ var (
// - 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).
+// c.ServerAuthToken, c.VerificationDeadline, 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()
@@ -588,6 +603,11 @@ func (s *ServerList) ServerHybridUpdatePut(u *ServerUpdate, c *Server, l ServerL
// set the heartbeat time to the current time
nsrv.LastHeartbeat = t
+ // set the verification deadline
+ if s.verifyTime != 0 {
+ nsrv.VerificationDeadline = t.Add(s.verifyTime)
+ }
+
// remove the existing server so we can add the new one
if toReplace != nil {
s.freeServer(toReplace)
@@ -612,6 +632,20 @@ func (s *ServerList) ServerHybridUpdatePut(u *ServerUpdate, c *Server, l ServerL
return nil, ErrServerListUpdateServerDead
}
+// VerifyServer marks the server with the provided id as verified. If it does
+// not exist, false is returned.
+func (s *ServerList) VerifyServer(id string) bool {
+ // take a write lock on the server list
+ s.mu.Lock()
+ defer s.mu.Unlock()
+
+ if srv, exists := s.servers2[id]; exists {
+ srv.VerificationDeadline = time.Time{}
+ return true
+ }
+ return false
+}
+
// ReapServers deletes dead servers from memory.
func (s *ServerList) ReapServers() {
t := s.now()
@@ -668,6 +702,12 @@ func (s *ServerList) serverState(x *Server, t time.Time) serverListState {
if x == nil {
return serverListStateGone
}
+ if !x.VerificationDeadline.IsZero() {
+ if t.After(x.VerificationDeadline) {
+ return serverListStateGone
+ }
+ return serverListStatePending
+ }
d := t.Sub(x.LastHeartbeat)
if s.deadTime == 0 || d < s.deadTime {