mirror of
https://github.com/BeamMP/BeamMP-Launcher.git
synced 2026-04-03 06:16:15 +00:00
add new header implementation for game<->launcher communication
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@@ -5,6 +5,7 @@
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*/
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#include "Network/network.hpp"
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#include "Utils.h"
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#include <memory>
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#include <zlib.h>
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#if defined(_WIN32)
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@@ -21,6 +22,7 @@
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#endif
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#include "Logger.h"
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#include "Options.h"
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#include <charconv>
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#include <mutex>
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#include <string>
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@@ -62,30 +64,13 @@ bool CheckBytes(uint32_t Bytes) {
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void GameSend(std::string_view Data) {
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static std::mutex Lock;
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std::scoped_lock Guard(Lock);
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if (TCPTerminate || !GConnected || CSocket == -1)
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return;
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int32_t Size, Temp, Sent;
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Size = int32_t(Data.size());
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Sent = 0;
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#ifdef DEBUG
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if (Size > 1000) {
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debug("Launcher -> game (" + std::to_string(Size) + ")");
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}
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#endif
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do {
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if (Sent > -1) {
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Temp = send(CSocket, &Data[Sent], Size - Sent, 0);
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}
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if (!CheckBytes(Temp))
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return;
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Sent += Temp;
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} while (Sent < Size);
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// send separately to avoid an allocation for += "\n"
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Temp = send(CSocket, "\n", 1, 0);
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if (!CheckBytes(Temp)) {
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return;
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auto ToSend = Utils::PrependHeader<std::string_view>(Data);
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auto Result = send(CSocket, ToSend.data(), ToSend.size(), MSG_WAITALL);
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if (Result < 0) {
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error("(Game) send failed with error: " + std::to_string(WSAGetLastError()));
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}
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}
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void ServerSend(std::string Data, bool Rel) {
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if (Terminate || Data.empty())
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return;
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@@ -268,40 +253,19 @@ void TCPGameServer(const std::string& IP, int Port) {
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int32_t Size, Rcv;
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int Temp;
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char Header[10] = { 0 };
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std::vector<char> data {};
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// Read byte by byte until '>' is rcved then get the size and read based on it
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do {
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Rcv = 0;
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do {
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Temp = recv(CSocket, &Header[Rcv], 1, 0);
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if (Temp < 1 || TCPTerminate)
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break;
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} while (Header[Rcv++] != '>');
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if (Temp < 1 || TCPTerminate)
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break;
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if (std::from_chars(Header, &Header[Rcv], Size).ptr[0] != '>') {
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debug("(Game) Invalid lua Header -> " + std::string(Header, Rcv));
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try {
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Utils::ReceiveFromGame(CSocket, data);
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ServerSend(std::string(data.data(), data.size()), false);
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} catch (const std::exception& e) {
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error(std::string("Error while receiving from game on proxy: ") + e.what());
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break;
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}
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std::string Ret(Size, 0);
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Rcv = 0;
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do {
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Temp = recv(CSocket, &Ret[Rcv], Size - Rcv, 0);
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if (Temp < 1)
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break;
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Rcv += Temp;
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} while (Rcv < Size && !TCPTerminate);
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if (Temp < 1 || TCPTerminate)
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break;
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ServerSend(Ret, false);
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} while (Temp > 0 && !TCPTerminate);
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if (Temp == 0)
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debug("(Proxy) Connection closing");
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else
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debug("(Proxy) recv failed error : " + std::to_string(WSAGetLastError()));
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} while (!TCPTerminate);
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debug("(Proxy) Connection closing");
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}
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TCPTerminate = true;
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GConnected = false;
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