add new header implementation for game<->launcher communication

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Lion Kortlepel 2024-10-13 21:21:36 +02:00
parent de9d6ffc85
commit 37015e4f3b
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GPG Key ID: 4322FF2B4C71259B
3 changed files with 78 additions and 94 deletions

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@ -1,6 +1,19 @@
#pragma once #pragma once
#include <cstdint>
#include <cstring>
#include <string> #include <string>
#include <vector> #include <vector>
#include <array>
#include <cerrno>
#include <cstring>
#include <stdexcept>
#if defined(__linux__)
#include <sys/socket.h>
#include "linuxfixes.h"
#else
#include <winsock2.h>
#include <ws2tcpip.h>
#endif
namespace Utils { namespace Utils {
inline std::vector<std::string> Split(const std::string& String, const std::string& delimiter) { inline std::vector<std::string> Split(const std::string& String, const std::string& delimiter) {
@ -17,4 +30,39 @@ namespace Utils {
Val.push_back(s); Val.push_back(s);
return Val; return Val;
}; };
};
template<typename T>
inline std::vector<char> PrependHeader(const T& data) {
std::vector<char> size_buffer(4);
uint32_t len = data.size();
std::memcpy(size_buffer.data(), &len, 4);
std::vector<char> buffer;
buffer.reserve(size_buffer.size() + data.size());
buffer.insert(buffer.begin(), size_buffer.begin(), size_buffer.end());
buffer.insert(buffer.end(), data.begin(), data.end());
return buffer;
}
inline uint32_t RecvHeader(SOCKET socket) {
std::array<uint8_t, sizeof(uint32_t)> header_buffer {};
auto n = recv(socket, reinterpret_cast<char*>(header_buffer.data()), header_buffer.size(), MSG_WAITALL);
if (n < 0) {
throw std::runtime_error(std::string("recv() of header failed: ") + std::strerror(errno));
} else if (n == 0) {
throw std::runtime_error("Game disconnected");
}
return *reinterpret_cast<uint32_t*>(header_buffer.data());
}
/// Throws!!!
inline void ReceiveFromGame(SOCKET socket, std::vector<char>& out_data) {
auto header = RecvHeader(socket);
out_data.resize(header);
auto n = recv(socket, reinterpret_cast<char*>(out_data.data()), out_data.size(), MSG_WAITALL);
if (n < 0) {
throw std::runtime_error(std::string("recv() of data failed: ") + std::strerror(errno));
} else if (n == 0) {
throw std::runtime_error("Game disconnected");
}
}
};

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@ -8,6 +8,7 @@
#include "Http.h" #include "Http.h"
#include "Network/network.hpp" #include "Network/network.hpp"
#include "Security/Init.h" #include "Security/Init.h"
#include "Utils.h"
#include <cstdlib> #include <cstdlib>
#include <regex> #include <regex>
#if defined(_WIN32) #if defined(_WIN32)
@ -89,7 +90,8 @@ void StartSync(const std::string& Data) {
void CoreSend(std::string data) { void CoreSend(std::string data) {
if (CoreSocket != -1) { if (CoreSocket != -1) {
int res = send(CoreSocket, (data + "\n").c_str(), int(data.size()) + 1, 0); auto ToSend = Utils::PrependHeader(data);
int res = send(CoreSocket, ToSend.data(), ToSend.size(), MSG_WAITALL);
if (res < 0) { if (res < 0) {
debug("(Core) send failed with error: " + std::to_string(WSAGetLastError())); debug("(Core) send failed with error: " + std::to_string(WSAGetLastError()));
} }
@ -165,7 +167,7 @@ void Parse(std::string Data, SOCKET CSocket) {
Ping = "-2"; Ping = "-2";
else else
Ping = std::to_string(ping); Ping = std::to_string(ping);
Data = std::string(UlStatus) + "\n" + "Up" + Ping; Data = "Up" + Ping;
} }
break; break;
case 'M': case 'M':
@ -227,7 +229,8 @@ void Parse(std::string Data, SOCKET CSocket) {
break; break;
} }
if (!Data.empty() && CSocket != -1) { if (!Data.empty() && CSocket != -1) {
int res = send(CSocket, (Data + "\n").c_str(), int(Data.size()) + 1, 0); auto ToSend = Utils::PrependHeader(Data);
int res = send(CSocket, ToSend.data(), ToSend.size(), MSG_WAITALL);
if (res < 0) { if (res < 0) {
debug("(Core) send failed with error: " + std::to_string(WSAGetLastError())); debug("(Core) send failed with error: " + std::to_string(WSAGetLastError()));
} }
@ -235,45 +238,17 @@ void Parse(std::string Data, SOCKET CSocket) {
} }
void GameHandler(SOCKET Client) { void GameHandler(SOCKET Client) {
CoreSocket = Client; CoreSocket = Client;
int32_t Size, Temp, Rcv; std::vector<char> data{};
char Header[10] = { 0 };
do { do {
Rcv = 0; try {
do { Utils::ReceiveFromGame(Client, data);
Temp = recv(Client, &Header[Rcv], 1, 0); Parse(std::string(data.data(), data.size()), Client);
if (Temp < 1) } catch (const std::exception& e) {
break; error(std::string("Error while receiving from game on core: ") + e.what());
if (!isdigit(Header[Rcv]) && Header[Rcv] != '>') {
error("(Core) Invalid lua communication");
KillSocket(Client);
return;
}
} while (Header[Rcv++] != '>');
if (Temp < 1)
break;
if (std::from_chars(Header, &Header[Rcv], Size).ptr[0] != '>') {
debug("(Core) Invalid lua Header -> " + std::string(Header, Rcv));
break; break;
} }
std::string Ret(Size, 0); } while (true);
Rcv = 0; debug("(Core) Connection closing");
do {
Temp = recv(Client, &Ret[Rcv], Size - Rcv, 0);
if (Temp < 1)
break;
Rcv += Temp;
} while (Rcv < Size);
if (Temp < 1)
break;
Parse(Ret, Client);
} while (Temp > 0);
if (Temp == 0) {
debug("(Core) Connection closing");
} else {
debug("(Core) recv failed with error: " + std::to_string(WSAGetLastError()));
}
NetReset(); NetReset();
KillSocket(Client); KillSocket(Client);
} }

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@ -6,6 +6,7 @@
/// Created by Anonymous275 on 7/25/2020 /// Created by Anonymous275 on 7/25/2020
/// ///
#include "Network/network.hpp" #include "Network/network.hpp"
#include "Utils.h"
#include <memory> #include <memory>
#include <zlib.h> #include <zlib.h>
#if defined(_WIN32) #if defined(_WIN32)
@ -22,11 +23,11 @@
#endif #endif
#include "Logger.h" #include "Logger.h"
#include "Options.h"
#include <charconv> #include <charconv>
#include <mutex> #include <mutex>
#include <string> #include <string>
#include <thread> #include <thread>
#include "Options.h"
std::chrono::time_point<std::chrono::high_resolution_clock> PingStart, PingEnd; std::chrono::time_point<std::chrono::high_resolution_clock> PingStart, PingEnd;
bool GConnected = false; bool GConnected = false;
@ -61,30 +62,13 @@ bool CheckBytes(uint32_t Bytes) {
void GameSend(std::string_view Data) { void GameSend(std::string_view Data) {
static std::mutex Lock; static std::mutex Lock;
std::scoped_lock Guard(Lock); std::scoped_lock Guard(Lock);
if (TCPTerminate || !GConnected || CSocket == -1) auto ToSend = Utils::PrependHeader<std::string_view>(Data);
return; auto Result = send(CSocket, ToSend.data(), ToSend.size(), MSG_WAITALL);
int32_t Size, Temp, Sent; if (Result < 0) {
Size = int32_t(Data.size()); error("(Game) send failed with error: " + std::to_string(WSAGetLastError()));
Sent = 0;
#ifdef DEBUG
if (Size > 1000) {
debug("Launcher -> game (" + std::to_string(Size) + ")");
}
#endif
do {
if (Sent > -1) {
Temp = send(CSocket, &Data[Sent], Size - Sent, 0);
}
if (!CheckBytes(Temp))
return;
Sent += Temp;
} while (Sent < Size);
// send separately to avoid an allocation for += "\n"
Temp = send(CSocket, "\n", 1, 0);
if (!CheckBytes(Temp)) {
return;
} }
} }
void ServerSend(std::string Data, bool Rel) { void ServerSend(std::string Data, bool Rel) {
if (Terminate || Data.empty()) if (Terminate || Data.empty())
return; return;
@ -262,42 +246,19 @@ void TCPGameServer(const std::string& IP, int Port) {
NetMainThread = std::make_unique<std::thread>(NetMain, IP, Port); NetMainThread = std::make_unique<std::thread>(NetMain, IP, Port);
CServer = false; CServer = false;
} }
int32_t Size, Temp, Rcv; std::vector<char> data {};
char Header[10] = { 0 };
// Read byte by byte until '>' is rcved then get the size and read based on it // Read byte by byte until '>' is rcved then get the size and read based on it
do { do {
Rcv = 0; try {
Utils::ReceiveFromGame(CSocket, data);
do { ServerSend(std::string(data.data(), data.size()), false);
Temp = recv(CSocket, &Header[Rcv], 1, 0); } catch (const std::exception& e) {
if (Temp < 1 || TCPTerminate) error(std::string("Error while receiving from game on proxy: ") + e.what());
break;
} while (Header[Rcv++] != '>');
if (Temp < 1 || TCPTerminate)
break;
if (std::from_chars(Header, &Header[Rcv], Size).ptr[0] != '>') {
debug("(Game) Invalid lua Header -> " + std::string(Header, Rcv));
break; break;
} }
std::string Ret(Size, 0); } while (!TCPTerminate);
Rcv = 0; debug("(Proxy) Connection closing");
do {
Temp = recv(CSocket, &Ret[Rcv], Size - Rcv, 0);
if (Temp < 1)
break;
Rcv += Temp;
} while (Rcv < Size && !TCPTerminate);
if (Temp < 1 || TCPTerminate)
break;
ServerSend(Ret, false);
} while (Temp > 0 && !TCPTerminate);
if (Temp == 0)
debug("(Proxy) Connection closing");
else
debug("(Proxy) recv failed error : " + std::to_string(WSAGetLastError()));
} }
TCPTerminate = true; TCPTerminate = true;
GConnected = false; GConnected = false;