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#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<false, rapidjson::Value> 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<std::mutex> 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<LPVOID*>(&CHostState__State_NewGame));
	ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E5D0, CHostState__State_ChangeLevelMPHook, reinterpret_cast<LPVOID*>(&CHostState__State_ChangeLevelMP));
	ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E520, CHostState__State_ChangeLevelSPHook, reinterpret_cast<LPVOID*>(&CHostState__State_ChangeLevelSP));
	ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E640, CHostState__State_GameShutdownHook, reinterpret_cast<LPVOID*>(&CHostState__State_GameShutdown));
}