add new header implementation for game<->launcher communication

This commit is contained in:
Lion Kortlepel
2024-10-13 21:21:36 +02:00
committed by Tixx
parent b4f0f0759d
commit fd398ed5ab
3 changed files with 84 additions and 91 deletions

View File

@@ -7,6 +7,7 @@
#include "Http.h"
#include "Network/network.hpp"
#include "Security/Init.h"
#include "Utils.h"
#include <cstdlib>
#include <regex>
#if defined(_WIN32)
@@ -188,7 +189,8 @@ void CoreSend(std::string data) {
std::lock_guard lock(sendMutex);
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) {
debug("(Core) send failed with error: " + std::to_string(WSAGetLastError()));
}
@@ -278,7 +280,7 @@ void Parse(std::string Data, SOCKET CSocket) {
Ping = "-2";
else
Ping = std::to_string(ping);
Data = std::string(UlStatus) + "\n" + "Up" + Ping;
Data = "Up" + Ping;
}
break;
case 'M':
@@ -348,51 +350,29 @@ void Parse(std::string Data, SOCKET CSocket) {
Data.clear();
break;
}
if (!Data.empty())
CoreSend(Data);
if (!Data.empty() && CSocket != -1) {
auto ToSend = Utils::PrependHeader(Data);
int res = send(CSocket, ToSend.data(), ToSend.size(), MSG_WAITALL);
if (res < 0) {
debug("(Core) send failed with error: " + std::to_string(WSAGetLastError()));
}
}
}
void GameHandler(SOCKET Client) {
CoreSocket = Client;
int32_t Size, Rcv;
std::vector<char> data{};
int Temp;
char Header[10] = { 0 };
do {
Rcv = 0;
do {
Temp = recv(Client, &Header[Rcv], 1, 0);
if (Temp < 1)
break;
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));
try {
Utils::ReceiveFromGame(Client, data);
Parse(std::string(data.data(), data.size()), Client);
} catch (const std::exception& e) {
error(std::string("Error while receiving from game on core: ") + e.what());
break;
}
std::string Ret(Size, 0);
Rcv = 0;
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()));
}
} while (true);
debug("(Core) Connection closing");
NetReset();
KillSocket(Client);
}