#include "dvlnet/tcp_server.h" #include #include #include #include #include "dvlnet/base.h" #include "player.h" #include "utils/log.hpp" namespace devilution { namespace net { tcp_server::tcp_server(asio::io_context &ioc, const std::string &bindaddr, unsigned short port, packet_factory &pktfty) : ioc(ioc) , pktfty(pktfty) { auto addr = asio::ip::address::from_string(bindaddr); auto ep = asio::ip::tcp::endpoint(addr, port); acceptor = std::make_unique(ioc, ep, true); StartAccept(); } std::string tcp_server::LocalhostSelf() { auto addr = acceptor->local_endpoint().address(); if (addr.is_unspecified()) { if (addr.is_v4()) { return asio::ip::address_v4::loopback().to_string(); } if (addr.is_v6()) { return asio::ip::address_v6::loopback().to_string(); } ABORT(); } return addr.to_string(); } tcp_server::scc tcp_server::MakeConnection() { return std::make_shared(ioc); } plr_t tcp_server::NextFree() { for (plr_t i = 0; i < Players.size(); ++i) if (!connections[i]) return i; return PLR_BROADCAST; } bool tcp_server::Empty() { for (plr_t i = 0; i < Players.size(); ++i) if (connections[i]) return false; return true; } void tcp_server::StartReceive(const scc &con) { con->socket.async_receive( asio::buffer(con->recv_buffer), std::bind(&tcp_server::HandleReceive, this, con, std::placeholders::_1, std::placeholders::_2)); } void tcp_server::HandleReceive(const scc &con, const asio::error_code &ec, size_t bytesRead) { if (ec || bytesRead == 0) { DropConnection(con); return; } con->recv_buffer.resize(bytesRead); con->recv_queue.Write(std::move(con->recv_buffer)); con->recv_buffer.resize(frame_queue::max_frame_size); try { while (con->recv_queue.PacketReady()) { try { auto pkt = pktfty.make_packet(con->recv_queue.ReadPacket()); if (con->plr == PLR_BROADCAST) { HandleReceiveNewPlayer(con, *pkt); } else { con->timeout = timeout_active; HandleReceivePacket(*pkt); } } catch (dvlnet_exception &e) { Log("Network error: {}", e.what()); DropConnection(con); return; } } } catch (frame_queue_exception &e) { Log("Invalid packet: {}", e.what()); DropConnection(con); return; } StartReceive(con); } void tcp_server::HandleReceiveNewPlayer(const scc &con, packet &pkt) { auto newplr = NextFree(); if (newplr == PLR_BROADCAST) throw server_exception(); if (Empty()) game_init_info = pkt.Info(); for (plr_t player = 0; player < Players.size(); player++) { if (connections[player]) { auto playerPacket = pktfty.make_packet(PLR_MASTER, PLR_BROADCAST, newplr); StartSend(connections[player], *playerPacket); auto newplrPacket = pktfty.make_packet(PLR_MASTER, PLR_BROADCAST, player); StartSend(con, *newplrPacket); } } auto reply = pktfty.make_packet(PLR_MASTER, PLR_BROADCAST, pkt.Cookie(), newplr, game_init_info); StartSend(con, *reply); con->plr = newplr; connections[newplr] = con; con->timeout = timeout_active; } void tcp_server::HandleReceivePacket(packet &pkt) { SendPacket(pkt); } void tcp_server::SendPacket(packet &pkt) { if (pkt.Destination() == PLR_BROADCAST) { for (size_t i = 0; i < Players.size(); ++i) if (i != pkt.Source() && connections[i]) StartSend(connections[i], pkt); } else { if (pkt.Destination() >= MAX_PLRS) throw server_exception(); if ((pkt.Destination() != pkt.Source()) && connections[pkt.Destination()]) StartSend(connections[pkt.Destination()], pkt); } } void tcp_server::StartSend(const scc &con, packet &pkt) { auto frame = std::make_unique(frame_queue::MakeFrame(pkt.Data())); auto buf = asio::buffer(*frame); asio::async_write(con->socket, buf, [this, con, frame = std::move(frame)](const asio::error_code &ec, size_t bytesSent) { HandleSend(con, ec, bytesSent); }); } void tcp_server::HandleSend(const scc &con, const asio::error_code &ec, size_t bytesSent) { // empty for now } void tcp_server::StartAccept() { auto nextcon = MakeConnection(); acceptor->async_accept( nextcon->socket, std::bind(&tcp_server::HandleAccept, this, nextcon, std::placeholders::_1)); } void tcp_server::HandleAccept(const scc &con, const asio::error_code &ec) { if (ec) return; if (NextFree() == PLR_BROADCAST) { DropConnection(con); } else { asio::ip::tcp::no_delay option(true); con->socket.set_option(option); con->timeout = timeout_connect; StartReceive(con); StartTimeout(con); } StartAccept(); } void tcp_server::StartTimeout(const scc &con) { con->timer.expires_after(std::chrono::seconds(1)); con->timer.async_wait( std::bind(&tcp_server::HandleTimeout, this, con, std::placeholders::_1)); } void tcp_server::HandleTimeout(const scc &con, const asio::error_code &ec) { if (ec) { DropConnection(con); return; } if (con->timeout > 0) con->timeout -= 1; if (con->timeout <= 0) { con->timeout = 0; DropConnection(con); return; } StartTimeout(con); } void tcp_server::DropConnection(const scc &con) { if (con->plr != PLR_BROADCAST) { auto pkt = pktfty.make_packet(PLR_MASTER, PLR_BROADCAST, con->plr, LEAVE_DROP); connections[con->plr] = nullptr; SendPacket(*pkt); // TODO: investigate if it is really ok for the server to // drop a client directly. } con->timer.cancel(); con->socket.close(); } void tcp_server::Close() { acceptor->close(); } tcp_server::~tcp_server() = default; } // namespace net } // namespace devilution