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#pragma once
#include <map>
#include <memory>
#include <set>
#include <string>
#include "dvlnet/base.h"
#include "dvlnet/packet.h"
#include "player.h"
#include "utils/log.hpp"
namespace devilution {
namespace net {
template <class P>
class base_protocol : public base {
public:
virtual int create(std::string addrstr);
virtual int join(std::string addrstr);
virtual void poll();
virtual void send(packet &pkt);
virtual void DisconnectNet(plr_t plr);
virtual bool SNetLeaveGame(int type);
virtual std::string make_default_gamename();
virtual bool send_info_request();
virtual void clear_gamelist();
virtual std::vector<GameInfo> get_gamelist();
virtual ~base_protocol() = default;
protected:
bool IsGameHost() override;
private:
P proto;
typedef typename P::endpoint endpoint_t;
struct Peer {
endpoint_t endpoint;
std::unique_ptr<std::deque<packet>> sendQueue;
};
endpoint_t firstpeer;
std::string gamename;
std::map<std::string, std::tuple<GameData, std::vector<std::string>, endpoint_t>> game_list;
std::array<Peer, MAX_PLRS> peers;
bool isGameHost_;
plr_t get_master();
void InitiateHandshake(plr_t player);
void SendTo(plr_t player, packet &pkt);
void DrainSendQueue(plr_t player);
void recv();
void handle_join_request(packet &pkt, endpoint_t sender);
void recv_decrypted(packet &pkt, endpoint_t sender);
void recv_ingame(packet &pkt, endpoint_t sender);
bool is_recognized(endpoint_t sender);
bool wait_network();
bool wait_firstpeer();
void wait_join();
};
template <class P>
plr_t base_protocol<P>::get_master()
{
plr_t ret = plr_self;
for (plr_t i = 0; i < MAX_PLRS; ++i)
if (peers[i].endpoint)
ret = std::min(ret, i);
return ret;
}
template <class P>
bool base_protocol<P>::wait_network()
{
// wait for ZeroTier for 5 seconds
for (auto i = 0; i < 500; ++i) {
if (proto.network_online())
break;
SDL_Delay(10);
}
return proto.network_online();
}
template <class P>
void base_protocol<P>::DisconnectNet(plr_t plr)
{
Peer &peer = peers[plr];
proto.disconnect(peer.endpoint);
peer = {};
}
template <class P>
bool base_protocol<P>::wait_firstpeer()
{
// wait for peer for 5 seconds
for (auto i = 0; i < 500; ++i) {
if (game_list.count(gamename)) {
firstpeer = std::get<2>(game_list[gamename]);
break;
}
send_info_request();
recv();
SDL_Delay(10);
}
return (bool)firstpeer;
}
template <class P>
bool base_protocol<P>::send_info_request()
{
if (!proto.network_online())
return false;
auto pkt = pktfty->make_packet<PT_INFO_REQUEST>(PLR_BROADCAST, PLR_MASTER);
proto.send_oob_mc(pkt->Data());
return true;
}
template <class P>
void base_protocol<P>::wait_join()
{
cookie_self = packet_out::GenerateCookie();
auto pkt = pktfty->make_packet<PT_JOIN_REQUEST>(PLR_BROADCAST,
PLR_MASTER, cookie_self, game_init_info);
proto.send(firstpeer, pkt->Data());
for (auto i = 0; i < 500; ++i) {
recv();
if (plr_self != PLR_BROADCAST)
break; // join successful
SDL_Delay(10);
}
}
template <class P>
int base_protocol<P>::create(std::string addrstr)
{
gamename = addrstr;
isGameHost_ = true;
if (wait_network()) {
plr_self = 0;
Connect(plr_self);
}
return (plr_self == PLR_BROADCAST ? -1 : plr_self);
}
template <class P>
int base_protocol<P>::join(std::string addrstr)
{
gamename = addrstr;
isGameHost_ = false;
if (wait_network()) {
if (wait_firstpeer())
wait_join();
}
return (plr_self == PLR_BROADCAST ? -1 : plr_self);
}
template <class P>
bool base_protocol<P>::IsGameHost()
{
return isGameHost_;
}
template <class P>
void base_protocol<P>::poll()
{
recv();
}
template <class P>
void base_protocol<P>::InitiateHandshake(plr_t player)
{
Peer &peer = peers[player];
// The first packet sent will initiate the TCP connection over the ZeroTier network.
// It will cause problems if both peers attempt to initiate the handshake simultaneously.
// If the connection is already open, it should be safe to initiate from either end.
// If not, only the player with the smaller player number should initiate the handshake.
if (plr_self < player || proto.is_peer_connected(peer.endpoint))
SendEchoRequest(player);
}
template <class P>
void base_protocol<P>::send(packet &pkt)
{
plr_t destination = pkt.Destination();
if (destination < MAX_PLRS) {
if (destination == MyPlayerId)
return;
SendTo(destination, pkt);
} else if (destination == PLR_BROADCAST) {
for (plr_t player = 0; player < MAX_PLRS; player++)
SendTo(player, pkt);
} else if (destination == PLR_MASTER) {
throw dvlnet_exception();
} else {
throw dvlnet_exception();
}
}
template <class P>
void base_protocol<P>::SendTo(plr_t player, packet &pkt)
{
Peer &peer = peers[player];
if (!peer.endpoint)
return;
// The handshake uses echo packets so clients know
// when they can safely drain their send queues
if (peer.sendQueue && !IsAnyOf(pkt.Type(), PT_ECHO_REQUEST, PT_ECHO_REPLY))
peer.sendQueue->push_back(pkt);
else
proto.send(peer.endpoint, pkt.Data());
}
template <class P>
void base_protocol<P>::recv()
{
try {
buffer_t pkt_buf;
endpoint_t sender;
while (proto.recv(sender, pkt_buf)) { // read until kernel buffer is empty?
try {
auto pkt = pktfty->make_packet(pkt_buf);
recv_decrypted(*pkt, sender);
} catch (packet_exception &e) {
// drop packet
proto.disconnect(sender);
Log("{}", e.what());
}
}
while (proto.get_disconnected(sender)) {
for (plr_t i = 0; i < MAX_PLRS; ++i) {
if (peers[i].endpoint == sender) {
DisconnectNet(i);
break;
}
}
}
} catch (std::exception &e) {
Log("{}", e.what());
return;
}
}
template <class P>
void base_protocol<P>::handle_join_request(packet &pkt, endpoint_t sender)
{
plr_t i;
for (i = 0; i < MAX_PLRS; ++i) {
Peer &peer = peers[i];
if (i != plr_self && !peer.endpoint) {
peer.endpoint = sender;
peer.sendQueue = std::make_unique<std::deque<packet>>();
Connect(i);
break;
}
}
if (i >= MAX_PLRS) {
// already full
return;
}
auto senderinfo = sender.serialize();
for (plr_t j = 0; j < MAX_PLRS; ++j) {
endpoint_t peer = peers[j].endpoint;
if ((j != plr_self) && (j != i) && peer) {
auto peerpkt = pktfty->make_packet<PT_CONNECT>(PLR_MASTER, PLR_BROADCAST, i, senderinfo);
proto.send(peer, peerpkt->Data());
auto infopkt = pktfty->make_packet<PT_CONNECT>(PLR_MASTER, PLR_BROADCAST, j, peer.serialize());
proto.send(sender, infopkt->Data());
}
}
// PT_JOIN_ACCEPT must be sent after all PT_CONNECT packets so the new player does
// not resume game logic until after having been notified of all existing players
auto reply = pktfty->make_packet<PT_JOIN_ACCEPT>(plr_self, PLR_BROADCAST,
pkt.Cookie(), i,
game_init_info);
proto.send(sender, reply->Data());
DrainSendQueue(i);
}
template <class P>
void base_protocol<P>::recv_decrypted(packet &pkt, endpoint_t sender)
{
if (pkt.Source() == PLR_BROADCAST && pkt.Destination() == PLR_MASTER && pkt.Type() == PT_INFO_REPLY) {
constexpr size_t sizePlayerName = (sizeof(char) * PLR_NAME_LEN);
size_t neededSize = sizeof(GameData) + (sizePlayerName * MAX_PLRS);
if (pkt.Info().size() < neededSize)
return;
const GameData *gameData = (const GameData *)pkt.Info().data();
std::vector<std::string> playerNames;
for (size_t i = 0; i < MAX_PLRS; i++) {
std::string playerName;
const char *playerNamePointer = (const char *)(pkt.Info().data() + sizeof(GameData) + (i * sizePlayerName));
playerName.append(playerNamePointer, strnlen(playerNamePointer, PLR_NAME_LEN));
if (!playerName.empty())
playerNames.push_back(playerName);
}
std::string gameName;
size_t gameNameSize = pkt.Info().size() - neededSize;
gameName.resize(gameNameSize);
std::memcpy(&gameName[0], pkt.Info().data() + neededSize, gameNameSize);
game_list[gameName] = std::make_tuple(*gameData, playerNames, sender);
return;
}
recv_ingame(pkt, sender);
}
template <class P>
void base_protocol<P>::recv_ingame(packet &pkt, endpoint_t sender)
{
if (pkt.Source() == PLR_BROADCAST && pkt.Destination() == PLR_MASTER) {
if (pkt.Type() == PT_JOIN_REQUEST) {
handle_join_request(pkt, sender);
} else if (pkt.Type() == PT_INFO_REQUEST) {
if ((plr_self != PLR_BROADCAST) && (get_master() == plr_self)) {
buffer_t buf;
constexpr size_t sizePlayerName = (sizeof(char) * PLR_NAME_LEN);
buf.resize(game_init_info.size() + (sizePlayerName * MAX_PLRS) + gamename.size());
std::memcpy(buf.data(), &game_init_info[0], game_init_info.size());
for (size_t i = 0; i < MAX_PLRS; i++) {
if (Players[i].plractive) {
std::memcpy(buf.data() + game_init_info.size() + (i * sizePlayerName), &Players[i]._pName, sizePlayerName);
} else {
std::memset(buf.data() + game_init_info.size() + (i * sizePlayerName), '\0', sizePlayerName);
}
}
std::memcpy(buf.data() + game_init_info.size() + (sizePlayerName * MAX_PLRS), &gamename[0], gamename.size());
auto reply = pktfty->make_packet<PT_INFO_REPLY>(PLR_BROADCAST,
PLR_MASTER,
buf);
proto.send_oob(sender, reply->Data());
}
}
return;
} else if (pkt.Source() == PLR_MASTER && pkt.Type() == PT_CONNECT) {
if (!is_recognized(sender)) {
LogDebug("Invalid packet: PT_CONNECT received from unrecognized endpoint");
return;
}
// addrinfo packets
plr_t newPlayer = pkt.NewPlayer();
Peer &peer = peers[newPlayer];
peer.endpoint.unserialize(pkt.Info());
peer.sendQueue = std::make_unique<std::deque<packet>>();
Connect(newPlayer);
if (plr_self != PLR_BROADCAST)
InitiateHandshake(newPlayer);
return;
} else if (pkt.Source() >= MAX_PLRS) {
// normal packets
LogDebug("Invalid packet: packet source ({}) >= MAX_PLRS", pkt.Source());
return;
} else if (sender == firstpeer && pkt.Type() == PT_JOIN_ACCEPT) {
plr_t src = pkt.Source();
peers[src].endpoint = sender;
Connect(src);
firstpeer = {};
} else if (sender != peers[pkt.Source()].endpoint) {
LogDebug("Invalid packet: packet source ({}) received from unrecognized endpoint", pkt.Source());
return;
}
if (pkt.Destination() != plr_self && pkt.Destination() != PLR_BROADCAST)
return; // packet not for us, drop
bool wasBroadcast = plr_self == PLR_BROADCAST;
RecvLocal(pkt);
if (plr_self != PLR_BROADCAST) {
if (wasBroadcast) {
// Send a handshake to everyone just after PT_JOIN_ACCEPT
for (plr_t player = 0; player < MAX_PLRS; player++)
InitiateHandshake(player);
}
DrainSendQueue(pkt.Source());
}
}
template <class P>
void base_protocol<P>::DrainSendQueue(plr_t player)
{
Peer &srcPeer = peers[player];
if (!srcPeer.sendQueue)
return;
std::deque<packet> &sendQueue = *srcPeer.sendQueue;
while (!sendQueue.empty()) {
packet &pkt = sendQueue.front();
proto.send(srcPeer.endpoint, pkt.Data());
sendQueue.pop_front();
}
srcPeer.sendQueue = nullptr;
}
template <class P>
bool base_protocol<P>::is_recognized(endpoint_t sender)
{
if (!sender)
return false;
if (sender == firstpeer)
return true;
for (auto player = 0; player <= MAX_PLRS; player++) {
if (sender == peers[player].endpoint)
return true;
}
return false;
}
template <class P>
void base_protocol<P>::clear_gamelist()
{
game_list.clear();
}
template <class P>
std::vector<GameInfo> base_protocol<P>::get_gamelist()
{
recv();
std::vector<GameInfo> ret;
for (auto &s : game_list) {
ret.push_back({ s.first, std::get<0>(s.second), std::get<1>(s.second) });
}
return ret;
}
template <class P>
bool base_protocol<P>::SNetLeaveGame(int type)
{
auto ret = base::SNetLeaveGame(type);
recv();
return ret;
}
template <class P>
std::string base_protocol<P>::make_default_gamename()
{
return proto.make_default_gamename();
}
} // namespace net
} // namespace devilution