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#include "pch.h"
#include "masterserver.h"
#include "httplib.h"
#include "rapidjson/document.h"
#include "rapidjson/error/en.h"
#include "concommand.h"
ConVar* Cvar_ns_masterserver_hostname;
ConVar* Cvar_ns_masterserver_port;
MasterServerManager* g_MasterServerManager;
// requires password constructor
RemoteServerInfo::RemoteServerInfo(const char* newId, const char* newName, const char* newDescription, const char* newMap, const char* newPlaylist, int newPlayerCount, int newMaxPlayers)
{
// passworded servers don't have public ips
requiresPassword = true;
memset(&ip, 0, sizeof(ip));
port = 0;
strncpy((char*)id, newId, 31);
id[31] = 0;
strncpy((char*)name, newName, 63);
name[63] = 0;
description = std::string(newDescription);
strncpy((char*)map, newMap, 31);
map[31] = 0;
strncpy((char*)playlist, newPlaylist, 15);
playlist[15] = 0;
playerCount = newPlayerCount;
maxPlayers = newMaxPlayers;
}
// doesnt require password constructor
RemoteServerInfo::RemoteServerInfo(const char* newId, const char* newName, const char* newDescription, const char* newMap, const char* newPlaylist, int newPlayerCount, int newMaxPlayers, in_addr newIp, int newPort)
{
requiresPassword = false;
strncpy((char*)id, newId, 31);
id[31] = 0;
strncpy((char*)name, newName, 63);
name[63] = 0;
description = std::string(newDescription);
strncpy((char*)map, newMap, 31);
map[31] = 0;
strncpy((char*)playlist, newPlaylist, 15);
playlist[15] = 0;
playerCount = newPlayerCount;
maxPlayers = newMaxPlayers;
ip = newIp;
port = newPort;
}
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;
}
bool hasPassword = serverObj["hasPassword"].GetBool();
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, 31))
{
if (hasPassword)
server = RemoteServerInfo(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt());
else
{
in_addr addr;
addr.S_un.S_addr = serverObj["ip"].GetUint64();
server = RemoteServerInfo(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), addr, serverObj["port"].GetInt());
}
createNewServerInfo = false;
break;
}
}
// server didn't exist
if (createNewServerInfo)
{
// passworded servers shouldn't send ip/port
if (hasPassword)
m_remoteServers.emplace_back(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt());
else
{
if (!serverObj.HasMember("ip") || !serverObj["ip"].IsUint64() || !serverObj.HasMember("port") || !serverObj["port"].IsNumber())
{
spdlog::error("Failed reading masterserver response: malformed server object");
goto REQUEST_END_CLEANUP;
}
in_addr addr;
addr.S_un.S_addr = serverObj["ip"].GetUint64();
m_remoteServers.emplace_back(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), addr, serverObj["port"].GetInt());
}
}
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::TryAuthenticateWithServer(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, serverId, password]()
{
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);
spdlog::info(fmt::format("/client/auth_with_server?server={}&password={}", serverId, password));
if (auto result = http.Post(fmt::format("/client/auth_with_server?server={}&password={}", 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"].IsUint64() || !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 = connectionInfoJson["ip"].GetUint64();
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;
}
REQUEST_END_CLEANUP:
m_authenticatingWithGameServer = false;
m_scriptAuthenticatingWithGameServer = false;
});
requestThread.detach();
}
void ConCommand_ns_fetchservers(const CCommand& args)
{
g_MasterServerManager->RequestServerList();
}
void InitialiseSharedMasterServer(HMODULE baseAddress)
{
Cvar_ns_masterserver_hostname = RegisterConVar("ns_masterserver_hostname", "localhost", FCVAR_NONE, "");
Cvar_ns_masterserver_port = RegisterConVar("ns_masterserver_port", "8080", FCVAR_NONE, "");
g_MasterServerManager = new MasterServerManager;
RegisterConCommand("ns_fetchservers", ConCommand_ns_fetchservers, "", FCVAR_CLIENTDLL);
}
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