aboutsummaryrefslogtreecommitdiff
path: root/primedev/masterserver/masterserver.h
diff options
context:
space:
mode:
authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-27 00:32:01 +0000
committerGitHub <noreply@github.com>2023-12-27 01:32:01 +0100
commitf5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch)
tree90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/masterserver/masterserver.h
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz
NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'primedev/masterserver/masterserver.h')
-rw-r--r--primedev/masterserver/masterserver.h199
1 files changed, 199 insertions, 0 deletions
diff --git a/primedev/masterserver/masterserver.h b/primedev/masterserver/masterserver.h
new file mode 100644
index 00000000..570db619
--- /dev/null
+++ b/primedev/masterserver/masterserver.h
@@ -0,0 +1,199 @@
+#pragma once
+
+#include "core/convar/convar.h"
+#include "server/serverpresence.h"
+#include <winsock2.h>
+#include <string>
+#include <cstring>
+#include <future>
+#include <unordered_set>
+
+extern ConVar* Cvar_ns_masterserver_hostname;
+extern ConVar* Cvar_ns_curl_log_enable;
+
+struct RemoteModInfo
+{
+public:
+ std::string Name;
+ std::string Version;
+};
+
+class RemoteServerInfo
+{
+public:
+ char id[33]; // 32 bytes + nullterminator
+
+ // server info
+ char name[64];
+ std::string description;
+ char map[32];
+ char playlist[16];
+ char region[32];
+ std::vector<RemoteModInfo> requiredMods;
+
+ int playerCount;
+ int maxPlayers;
+
+ // connection stuff
+ bool requiresPassword;
+
+public:
+ RemoteServerInfo(
+ const char* newId,
+ const char* newName,
+ const char* newDescription,
+ const char* newMap,
+ const char* newPlaylist,
+ const char* newRegion,
+ int newPlayerCount,
+ int newMaxPlayers,
+ bool newRequiresPassword);
+};
+
+struct RemoteServerConnectionInfo
+{
+public:
+ char authToken[32];
+
+ in_addr ip;
+ unsigned short port;
+};
+
+struct MainMenuPromoData
+{
+public:
+ std::string newInfoTitle1;
+ std::string newInfoTitle2;
+ std::string newInfoTitle3;
+
+ std::string largeButtonTitle;
+ std::string largeButtonText;
+ std::string largeButtonUrl;
+ int largeButtonImageIndex;
+
+ std::string smallButton1Title;
+ std::string smallButton1Url;
+ int smallButton1ImageIndex;
+
+ std::string smallButton2Title;
+ std::string smallButton2Url;
+ int smallButton2ImageIndex;
+};
+
+class MasterServerManager
+{
+private:
+ bool m_bRequestingServerList = false;
+ bool m_bAuthenticatingWithGameServer = false;
+
+public:
+ char m_sOwnServerId[33];
+ char m_sOwnServerAuthToken[33];
+ char m_sOwnClientAuthToken[33];
+
+ std::string m_sOwnModInfoJson;
+
+ bool m_bOriginAuthWithMasterServerDone = false;
+ bool m_bOriginAuthWithMasterServerInProgress = false;
+
+ bool m_bOriginAuthWithMasterServerSuccessful = false;
+ std::string m_sOriginAuthWithMasterServerErrorCode = "";
+ std::string m_sOriginAuthWithMasterServerErrorMessage = "";
+
+ bool m_bSavingPersistentData = false;
+
+ bool m_bScriptRequestingServerList = false;
+ bool m_bSuccessfullyConnected = true;
+
+ bool m_bNewgameAfterSelfAuth = false;
+ bool m_bScriptAuthenticatingWithGameServer = false;
+ bool m_bSuccessfullyAuthenticatedWithGameServer = false;
+ std::string m_sAuthFailureReason {};
+
+ bool m_bHasPendingConnectionInfo = false;
+ RemoteServerConnectionInfo m_pendingConnectionInfo;
+
+ std::vector<RemoteServerInfo> m_vRemoteServers;
+
+ bool m_bHasMainMenuPromoData = false;
+ MainMenuPromoData m_sMainMenuPromoData;
+
+ std::optional<RemoteServerInfo> m_currentServer;
+ std::string m_sCurrentServerPassword;
+
+ std::unordered_set<std::string> m_handledServerConnections;
+
+public:
+ MasterServerManager();
+
+ void ClearServerList();
+ void RequestServerList();
+ void RequestMainMenuPromos();
+ void AuthenticateOriginWithMasterServer(const char* uid, const char* originToken);
+ void AuthenticateWithOwnServer(const char* uid, const char* playerToken);
+ void AuthenticateWithServer(const char* uid, const char* playerToken, RemoteServerInfo server, const char* password);
+ void WritePlayerPersistentData(const char* playerId, const char* pdata, size_t pdataSize);
+ void ProcessConnectionlessPacketSigreq1(std::string req);
+};
+
+extern MasterServerManager* g_pMasterServerManager;
+extern ConVar* Cvar_ns_masterserver_hostname;
+
+/** Result returned in the std::future of a MasterServerPresenceReporter::ReportPresence() call. */
+enum class MasterServerReportPresenceResult
+{
+ // Adding this server to the MS was successful.
+ Success,
+ // We failed to add this server to the MS and should retry.
+ Failed,
+ // We failed to add this server to the MS and shouldn't retry.
+ FailedNoRetry,
+ // We failed to even reach the MS.
+ FailedNoConnect,
+ // We failed to add the server because an existing server with the same ip:port exists.
+ FailedDuplicateServer,
+};
+
+class MasterServerPresenceReporter : public ServerPresenceReporter
+{
+public:
+ /** Full data returned in the std::future of a MasterServerPresenceReporter::ReportPresence() call. */
+ struct ReportPresenceResultData
+ {
+ MasterServerReportPresenceResult result;
+
+ std::optional<std::string> id;
+ std::optional<std::string> serverAuthToken;
+ };
+
+ const int MAX_REGISTRATION_ATTEMPTS = 5;
+
+ // Called to initialise the master server presence reporter's state.
+ void CreatePresence(const ServerPresence* pServerPresence) override;
+
+ // Run on an internal to either add the server to the MS or update it.
+ void ReportPresence(const ServerPresence* pServerPresence) override;
+
+ // Called when we need to remove the server from the master server.
+ void DestroyPresence(const ServerPresence* pServerPresence) override;
+
+ // Called every frame.
+ void RunFrame(double flCurrentTime, const ServerPresence* pServerPresence) override;
+
+protected:
+ // Contains the async logic to add the server to the MS.
+ void InternalAddServer(const ServerPresence* pServerPresence);
+
+ // Contains the async logic to update the server on the MS.
+ void InternalUpdateServer(const ServerPresence* pServerPresence);
+
+ // The future used for InternalAddServer() calls.
+ std::future<ReportPresenceResultData> addServerFuture;
+
+ // The future used for InternalAddServer() calls.
+ std::future<ReportPresenceResultData> updateServerFuture;
+
+ int m_nNumRegistrationAttempts;
+
+ double m_fNextAddServerAttemptTime;
+};