#include "pch.h" #include "masterserver.h" #include "concommand.h" #include "gameutils.h" #include "hookutils.h" #include "httplib.h" #include "serverauthentication.h" #include "gameutils.h" #include "rapidjson/document.h" #include "rapidjson/error/en.h" ConVar* Cvar_ns_masterserver_hostname; ConVar* Cvar_ns_masterserver_port; ConVar* Cvar_ns_report_server_to_masterserver; ConVar* Cvar_ns_report_sp_server_to_masterserver; ConVar* Cvar_ns_server_name; ConVar* Cvar_ns_server_desc; ConVar* Cvar_ns_server_password; MasterServerManager* g_MasterServerManager; typedef void(*CHostState__State_NewGameType)(CHostState* hostState); CHostState__State_NewGameType CHostState__State_NewGame; typedef void(*CHostState__State_ChangeLevelMPType)(CHostState* hostState); CHostState__State_ChangeLevelMPType CHostState__State_ChangeLevelMP; typedef void(*CHostState__State_ChangeLevelSPType)(CHostState* hostState); CHostState__State_ChangeLevelSPType CHostState__State_ChangeLevelSP; typedef void(*CHostState__State_GameShutdownType)(CHostState* hostState); CHostState__State_GameShutdownType CHostState__State_GameShutdown; RemoteServerInfo::RemoteServerInfo(const char* newId, const char* newName, const char* newDescription, const char* newMap, const char* newPlaylist, int newPlayerCount, int newMaxPlayers, bool newRequiresPassword) { // passworded servers don't have public ips requiresPassword = newRequiresPassword; strncpy((char*)id, newId, sizeof(id)); id[sizeof(id) - 1] = 0; strncpy((char*)name, newName, sizeof(name)); name[sizeof(name) - 1] = 0; description = std::string(newDescription); strncpy((char*)map, newMap, sizeof(map)); map[sizeof(map) - 1] = 0; strncpy((char*)playlist, newPlaylist, sizeof(playlist)); playlist[sizeof(playlist) - 1] = 0; playerCount = newPlayerCount; maxPlayers = newMaxPlayers; } void MasterServerManager::ClearServerList() { // this doesn't really do anything lol, probably isn't threadsafe m_requestingServerList = true; m_remoteServers.clear(); m_requestingServerList = false; } void MasterServerManager::RequestServerList() { // do this here so it's instantly set on call for scripts m_scriptRequestingServerList = true; std::thread requestThread([this]() { // make sure we never have 2 threads writing at once // i sure do hope this is actually threadsafe while (m_requestingServerList) Sleep(100); m_requestingServerList = true; m_scriptRequestingServerList = true; httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); spdlog::info("Requesting server list from {}", Cvar_ns_masterserver_hostname->m_pszString); if (auto result = http.Get("/client/servers")) { m_successfullyConnected = true; rapidjson::Document serverInfoJson; serverInfoJson.Parse(result->body.c_str()); if (serverInfoJson.HasParseError()) { spdlog::error("Failed reading masterserver response: encountered parse error \"{}\"", rapidjson::GetParseError_En(serverInfoJson.GetParseError())); goto REQUEST_END_CLEANUP; } if (serverInfoJson.IsObject() && serverInfoJson.HasMember("error")) { spdlog::error("Failed reading masterserver response: got fastify error response"); spdlog::error(result->body); goto REQUEST_END_CLEANUP; } if (!serverInfoJson.IsArray()) { spdlog::error("Failed reading masterserver response: root object is not an array"); goto REQUEST_END_CLEANUP; } rapidjson::GenericArray serverArray = serverInfoJson.GetArray(); spdlog::info("Got {} servers", serverArray.Size()); for (auto& serverObj : serverArray) { if (!serverObj.IsObject()) { spdlog::error("Failed reading masterserver response: member of server array is not an object"); goto REQUEST_END_CLEANUP; } // todo: verify json props are fine before adding to m_remoteServers if (!serverObj.HasMember("id") || !serverObj["id"].IsString() || !serverObj.HasMember("name") || !serverObj["name"].IsString() || !serverObj.HasMember("description") || !serverObj["description"].IsString() || !serverObj.HasMember("map") || !serverObj["map"].IsString() || !serverObj.HasMember("playlist") || !serverObj["playlist"].IsString() || !serverObj.HasMember("playerCount") || !serverObj["playerCount"].IsNumber() || !serverObj.HasMember("maxPlayers") || !serverObj["maxPlayers"].IsNumber() || !serverObj.HasMember("hasPassword") || !serverObj["hasPassword"].IsBool()) { spdlog::error("Failed reading masterserver response: malformed server object"); goto REQUEST_END_CLEANUP; } const char* id = serverObj["id"].GetString(); bool createNewServerInfo = true; for (RemoteServerInfo& server : m_remoteServers) { // if server already exists, update info rather than adding to it if (!strncmp((const char*)server.id, id, 32)) { server = RemoteServerInfo(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), serverObj["hasPassword"].IsTrue()); createNewServerInfo = false; break; } } // server didn't exist if (createNewServerInfo) m_remoteServers.emplace_back(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), serverObj["hasPassword"].IsTrue()); spdlog::info("Server {} on map {} with playlist {} has {}/{} players", serverObj["name"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt()); } } else { spdlog::error("Failed requesting servers: error {}", result.error()); m_successfullyConnected = false; } // we goto this instead of returning so we always hit this REQUEST_END_CLEANUP: m_requestingServerList = false; m_scriptRequestingServerList = false; }); requestThread.detach(); } void MasterServerManager::AuthenticateWithOwnServer(char* uid, char* playerToken) { // dont wait, just stop if we're trying to do 2 auth requests at once if (m_authenticatingWithGameServer) return; m_authenticatingWithGameServer = true; m_scriptAuthenticatingWithGameServer = true; m_successfullyAuthenticatedWithGameServer = false; std::thread requestThread([this, uid, playerToken]() { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(20); if (auto result = http.Post(fmt::format("/client/auth_with_self?id={}&playerToken={}", uid, playerToken).c_str())) { m_successfullyConnected = true; rapidjson::Document authInfoJson; authInfoJson.Parse(result->body.c_str()); if (authInfoJson.HasParseError()) { spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(authInfoJson.GetParseError())); goto REQUEST_END_CLEANUP; } if (!authInfoJson.IsObject()) { spdlog::error("Failed reading masterserver authentication response: root object is not an object"); goto REQUEST_END_CLEANUP; } if (authInfoJson.HasMember("error")) { spdlog::error("Failed reading masterserver response: got fastify error response"); spdlog::error(result->body); goto REQUEST_END_CLEANUP; } if (!authInfoJson["success"].IsTrue()) { spdlog::error("Authentication with masterserver failed: \"success\" is not true"); goto REQUEST_END_CLEANUP; } if (!authInfoJson.HasMember("success") || !authInfoJson.HasMember("id") || !authInfoJson["id"].IsString() || !authInfoJson.HasMember("authToken") || !authInfoJson["authToken"].IsString() || !authInfoJson.HasMember("persistentData") || !authInfoJson["persistentData"].IsArray()) { spdlog::error("Failed reading masterserver authentication response: malformed json object"); goto REQUEST_END_CLEANUP; } AuthData newAuthData; strncpy(newAuthData.uid, authInfoJson["id"].GetString(), sizeof(newAuthData.uid)); newAuthData.uid[sizeof(newAuthData.uid) - 1] = 0; newAuthData.pdataSize = authInfoJson["persistentData"].GetArray().Size(); newAuthData.pdata = new char[newAuthData.pdataSize]; //memcpy(newAuthData.pdata, authInfoJson["persistentData"].GetString(), newAuthData.pdataSize); int i = 0; // note: persistentData is a uint8array because i had problems getting strings to behave, it sucks but it's just how it be unfortunately // potentially refactor later for (auto& byte : authInfoJson["persistentData"].GetArray()) { if (!byte.IsUint() || byte.GetUint() > 255) { spdlog::error("Failed reading masterserver authentication response: malformed json object"); goto REQUEST_END_CLEANUP; } newAuthData.pdata[i++] = byte.GetUint(); } std::lock_guard guard(g_ServerAuthenticationManager->m_authDataMutex); g_ServerAuthenticationManager->m_authData.clear(); g_ServerAuthenticationManager->m_authData.insert(std::make_pair(authInfoJson["authToken"].GetString(), newAuthData)); m_successfullyAuthenticatedWithGameServer = true; } else { spdlog::error("Failed authenticating with own server: error {}", result.error()); m_successfullyConnected = false; m_successfullyAuthenticatedWithGameServer = false; m_scriptAuthenticatingWithGameServer = false; } REQUEST_END_CLEANUP: m_authenticatingWithGameServer = false; m_scriptAuthenticatingWithGameServer = false; }); requestThread.detach(); } void MasterServerManager::AuthenticateWithServer(char* uid, char* playerToken, char* serverId, char* password) { // dont wait, just stop if we're trying to do 2 auth requests at once if (m_authenticatingWithGameServer) return; m_authenticatingWithGameServer = true; m_scriptAuthenticatingWithGameServer = true; m_successfullyAuthenticatedWithGameServer = false; std::thread requestThread([this, uid, playerToken, serverId, password]() { // esnure that any persistence saving is done, so we know masterserver has newest while (m_savingPersistentData) Sleep(100); httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(20); spdlog::info("Attempting authentication with server of id \"{}\"", serverId); if (auto result = http.Post(fmt::format("/client/auth_with_server?id={}&playerToken={}&server={}&password={}", uid, playerToken, serverId, password).c_str())) { m_successfullyConnected = true; rapidjson::Document connectionInfoJson; connectionInfoJson.Parse(result->body.c_str()); if (connectionInfoJson.HasParseError()) { spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(connectionInfoJson.GetParseError())); goto REQUEST_END_CLEANUP; } if (!connectionInfoJson.IsObject()) { spdlog::error("Failed reading masterserver authentication response: root object is not an object"); goto REQUEST_END_CLEANUP; } if (connectionInfoJson.HasMember("error")) { spdlog::error("Failed reading masterserver response: got fastify error response"); spdlog::error(result->body); goto REQUEST_END_CLEANUP; } if (!connectionInfoJson["success"].IsTrue()) { spdlog::error("Authentication with masterserver failed: \"success\" is not true"); goto REQUEST_END_CLEANUP; } if (!connectionInfoJson.HasMember("success") || !connectionInfoJson.HasMember("ip") || !connectionInfoJson["ip"].IsString() || !connectionInfoJson.HasMember("port") || !connectionInfoJson["port"].IsNumber() || !connectionInfoJson.HasMember("authToken") || !connectionInfoJson["authToken"].IsString()) { spdlog::error("Failed reading masterserver authentication response: malformed json object"); goto REQUEST_END_CLEANUP; } m_pendingConnectionInfo.ip.S_un.S_addr = inet_addr(connectionInfoJson["ip"].GetString()); m_pendingConnectionInfo.port = connectionInfoJson["port"].GetInt(); strncpy(m_pendingConnectionInfo.authToken, connectionInfoJson["authToken"].GetString(), 31); m_pendingConnectionInfo.authToken[31] = 0; m_hasPendingConnectionInfo = true; m_successfullyAuthenticatedWithGameServer = true; } else { spdlog::error("Failed authenticating with server: error {}", result.error()); m_successfullyConnected = false; m_successfullyAuthenticatedWithGameServer = false; m_scriptAuthenticatingWithGameServer = false; } REQUEST_END_CLEANUP: m_authenticatingWithGameServer = false; m_scriptAuthenticatingWithGameServer = false; }); requestThread.detach(); } void MasterServerManager::AddSelfToServerList(int port, int authPort, char* name, char* description, char* map, char* playlist, int maxPlayers, char* password) { if (!Cvar_ns_report_server_to_masterserver->m_nValue) return; if (!Cvar_ns_report_sp_server_to_masterserver->m_nValue && !strncmp(map, "sp_", 3)) { m_bRequireClientAuth = false; return; } m_bRequireClientAuth = true; std::thread requestThread([this, port, authPort, name, description, map, playlist, maxPlayers, password] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(20); m_ownServerId[0] = 0; std::string request; if (*password) request = fmt::format("/server/add_server?port={}&authPort={}&name={}&description={}&map={}&playlist={}&maxPlayers={}&password={}", port, authPort, name, description, map, playlist, maxPlayers, password); else request = fmt::format("/server/add_server?port={}&authPort={}&name={}&description={}&map={}&playlist={}&maxPlayers={}&password=", port, authPort, name, description, map, playlist, maxPlayers); if (auto result = http.Post(request.c_str())) { m_successfullyConnected = true; rapidjson::Document serverAddedJson; serverAddedJson.Parse(result->body.c_str()); if (serverAddedJson.HasParseError()) { spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(serverAddedJson.GetParseError())); return; } if (!serverAddedJson.IsObject()) { spdlog::error("Failed reading masterserver authentication response: root object is not an object"); return; } if (serverAddedJson.HasMember("error")) { spdlog::error("Failed reading masterserver response: got fastify error response"); spdlog::error(result->body); return; } if (!serverAddedJson["success"].IsTrue()) { spdlog::error("Adding server to masterserver failed: \"success\" is not true"); return; } if (!serverAddedJson.HasMember("id") || !serverAddedJson["id"].IsString()) { spdlog::error("Failed reading masterserver response: malformed json object"); return; } strncpy(m_ownServerId, serverAddedJson["id"].GetString(), sizeof(m_ownServerId)); m_ownServerId[sizeof(m_ownServerId) - 1] = 0; // heartbeat thread std::thread heartbeatThread([this] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); while (*m_ownServerId) { Sleep(15000); http.Post(fmt::format("/server/heartbeat?id={}", m_ownServerId).c_str()); } }); heartbeatThread.detach(); } else { spdlog::error("Failed authenticating with server: error {}", result.error()); m_successfullyConnected = false; } }); requestThread.detach(); } void MasterServerManager::UpdateServerMapAndPlaylist(char* map, char* playlist) { // dont call this if we don't have a server id if (!*m_ownServerId) return; std::thread requestThread([this, map, playlist] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); // we dont process this at all atm, maybe do later, but atm not necessary if (auto result = http.Post(fmt::format("/server/update_values?id={}&map={}&playlist={}", m_ownServerId, map, playlist).c_str())) { m_successfullyConnected = true; } else { m_successfullyConnected = false; } }); requestThread.detach(); } void MasterServerManager::UpdateServerPlayerCount(int playerCount) { // dont call this if we don't have a server id if (!*m_ownServerId) return; std::thread requestThread([this, playerCount] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); // we dont process this at all atm, maybe do later, but atm not necessary if (auto result = http.Post(fmt::format("/server/update_values?id={}&playerCount={}", m_ownServerId, playerCount).c_str())) { m_successfullyConnected = true; } else { m_successfullyConnected = false; } }); requestThread.detach(); } void MasterServerManager::WritePlayerPersistentData(char* playerId, char* pdata, size_t pdataSize) { // dont call this if we don't have a server id if (!*m_ownServerId) return; m_savingPersistentData = true; std::string playerIdTemp(playerId); std::thread requestThread([this, playerIdTemp, pdata, pdataSize] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); httplib::MultipartFormDataItems requestItems = { { "pdata", std::string(&pdata[0], pdataSize), "file.pdata", "application/octet-stream"} }; // we dont process this at all atm, maybe do later, but atm not necessary if (auto result = http.Post(fmt::format("/accounts/write_persistence?id={}", playerIdTemp).c_str(), requestItems)) { m_successfullyConnected = true; } else { m_successfullyConnected = false; } m_savingPersistentData = false; }); requestThread.detach(); } void MasterServerManager::RemoveSelfFromServerList() { // dont call this if we don't have a server id if (!*m_ownServerId || !Cvar_ns_report_server_to_masterserver->m_nValue) return; std::thread requestThread([this] { httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue); http.set_connection_timeout(10); // we dont process this at all atm, maybe do later, but atm not necessary if (auto result = http.Delete(fmt::format("/server/remove_server?id={}", m_ownServerId).c_str())) { m_successfullyConnected = true; } else { m_successfullyConnected = false; } m_ownServerId[0] = 0; }); requestThread.detach(); } void ConCommand_ns_fetchservers(const CCommand& args) { g_MasterServerManager->RequestServerList(); } void CHostState__State_NewGameHook(CHostState* hostState) { Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); Cbuf_Execute(); g_MasterServerManager->AddSelfToServerList(Cvar_hostport->m_nValue, Cvar_ns_player_auth_port->m_nValue, Cvar_ns_server_name->m_pszString, Cvar_ns_server_desc->m_pszString, hostState->m_levelName, (char*)GetCurrentPlaylistName(), std::stoi(GetCurrentPlaylistVar("max_players", true)), Cvar_ns_server_password->m_pszString); g_ServerAuthenticationManager->StartPlayerAuthServer(); CHostState__State_NewGame(hostState); } void CHostState__State_ChangeLevelMPHook(CHostState* hostState) { g_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, (char*)GetCurrentPlaylistName()); CHostState__State_ChangeLevelMP(hostState); } void CHostState__State_ChangeLevelSPHook(CHostState* hostState) { g_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, (char*)GetCurrentPlaylistName()); CHostState__State_ChangeLevelSP(hostState); } void CHostState__State_GameShutdownHook(CHostState* hostState) { g_MasterServerManager->RemoveSelfFromServerList(); g_ServerAuthenticationManager->StopPlayerAuthServer(); CHostState__State_GameShutdown(hostState); } void InitialiseSharedMasterServer(HMODULE baseAddress) { Cvar_ns_masterserver_hostname = RegisterConVar("ns_masterserver_hostname", "127.0.0.1", FCVAR_NONE, ""); Cvar_ns_masterserver_port = RegisterConVar("ns_masterserver_port", "8080", FCVAR_NONE, ""); Cvar_ns_server_name = RegisterConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, ""); Cvar_ns_server_desc = RegisterConVar("ns_server_desc", "Default server description", FCVAR_GAMEDLL, ""); Cvar_ns_server_password = RegisterConVar("ns_server_password", "", FCVAR_GAMEDLL, ""); Cvar_ns_report_server_to_masterserver = RegisterConVar("ns_report_server_to_masterserver", "1", FCVAR_GAMEDLL, ""); Cvar_ns_report_sp_server_to_masterserver = RegisterConVar("ns_report_sp_server_to_masterserver", "0", FCVAR_GAMEDLL, ""); g_MasterServerManager = new MasterServerManager; RegisterConCommand("ns_fetchservers", ConCommand_ns_fetchservers, "", FCVAR_CLIENTDLL); HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E7D0, CHostState__State_NewGameHook, reinterpret_cast(&CHostState__State_NewGame)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E5D0, CHostState__State_ChangeLevelMPHook, reinterpret_cast(&CHostState__State_ChangeLevelMP)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E520, CHostState__State_ChangeLevelSPHook, reinterpret_cast(&CHostState__State_ChangeLevelSP)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E640, CHostState__State_GameShutdownHook, reinterpret_cast(&CHostState__State_GameShutdown)); }