/* Copyright (C) 2024 BeamMP Ltd., BeamMP team and contributors. Licensed under AGPL-3.0 (or later), see . SPDX-License-Identifier: AGPL-3.0-or-later */ #include "Network/network.hpp" #include "Utils.h" #include #include #if defined(_WIN32) #include #include #elif defined(__linux__) #include "linuxfixes.h" #include #include #include #include #include #include #endif #include "Logger.h" #include "Options.h" #include #include #include #include #include "Options.h" #include std::chrono::time_point PingStart, PingEnd; bool GConnected = false; bool CServer = true; SOCKET CSocket = -1; SOCKET GSocket = -1; std::string magic; int KillSocket(uint64_t Dead) { if (Dead == (SOCKET)-1) { debug("Kill socket got -1 returning..."); return 0; } shutdown(Dead, SD_BOTH); int a = closesocket(Dead); if (a != 0) { warn("Failed to close socket!"); } return a; } bool CheckBytes(uint32_t Bytes) { if (Bytes == 0) { debug("(Proxy) Connection closing"); return false; } else if (Bytes < 0) { debug("(Proxy) send failed with error: " + std::to_string(WSAGetLastError())); return false; } return true; } void GameSend(std::string_view Data) { static std::mutex Lock; std::scoped_lock Guard(Lock); auto ToSend = Utils::PrependHeader(Data); auto Result = send(CSocket, ToSend.data(), ToSend.size(), 0); if (Result < 0) { error("(Game) send failed with error: " + std::to_string(WSAGetLastError())); } } void ServerSend(std::string Data, bool Rel) { if (Terminate || Data.empty()) return; if (Data.find("Zp") != std::string::npos && Data.size() > 500) { abort(); } char C = 0; bool Ack = false; int DLen = int(Data.length()); if (DLen > 3) C = Data.at(0); if (C == 'O' || C == 'T') Ack = true; if (C == 'N' || C == 'W' || C == 'Y' || C == 'V' || C == 'E' || C == 'C') Rel = true; if (compressBound(Data.size()) > 1024) Rel = true; if (Ack || Rel) { if (Ack || DLen > 1000) SendLarge(Data); else TCPSend(Data, TCPSock); } else UDPSend(Data); if (DLen > 1000) { debug("(Launcher->Server) Bytes sent: " + std::to_string(Data.length()) + " : " + Data.substr(0, 10) + Data.substr(Data.length() - 10)); } else if (C == 'Z') { // debug("(Game->Launcher) : " + Data); } } void NetReset() { TCPTerminate = false; GConnected = false; Terminate = false; UlStatus = "Ulstart"; MStatus = " "; if (UDPSock != (SOCKET)(-1)) { debug("Terminating UDP Socket: " + std::to_string(TCPSock)); KillSocket(UDPSock); } UDPSock = -1; if (TCPSock != (SOCKET)(-1)) { debug("Terminating TCP Socket: " + std::to_string(TCPSock)); KillSocket(TCPSock); } TCPSock = -1; if (GSocket != (SOCKET)(-1)) { debug("Terminating GTCP Socket: " + std::to_string(GSocket)); KillSocket(GSocket); } GSocket = -1; } SOCKET SetupListener() { if (GSocket != -1) return GSocket; struct addrinfo* result = nullptr; struct addrinfo hints { }; int iRes; #ifdef _WIN32 WSADATA wsaData; iRes = WSAStartup(514, &wsaData); // 2.2 if (iRes != 0) { error("(Proxy) WSAStartup failed with error: " + std::to_string(iRes)); return -1; } #endif ZeroMemory(&hints, sizeof(hints)); hints.ai_family = AF_INET; hints.ai_socktype = SOCK_STREAM; hints.ai_protocol = IPPROTO_TCP; hints.ai_flags = AI_PASSIVE; iRes = getaddrinfo(nullptr, std::to_string(options.port + 1).c_str(), &hints, &result); if (iRes != 0) { error("(Proxy) info failed with error: " + std::to_string(iRes)); WSACleanup(); } GSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol); if (GSocket == -1) { error("(Proxy) socket failed with error: " + std::to_string(WSAGetLastError())); freeaddrinfo(result); WSACleanup(); return -1; } iRes = bind(GSocket, result->ai_addr, (int)result->ai_addrlen); if (iRes == SOCKET_ERROR) { error("(Proxy) bind failed with error: " + std::to_string(WSAGetLastError())); freeaddrinfo(result); KillSocket(GSocket); WSACleanup(); return -1; } freeaddrinfo(result); iRes = listen(GSocket, SOMAXCONN); if (iRes == SOCKET_ERROR) { error("(Proxy) listen failed with error: " + std::to_string(WSAGetLastError())); KillSocket(GSocket); WSACleanup(); return -1; } return GSocket; } void AutoPing() { while (!Terminate) { ServerSend("p", false); PingStart = std::chrono::high_resolution_clock::now(); std::this_thread::sleep_for(std::chrono::seconds(1)); } } int ClientID = -1; void ParserAsync(std::string_view Data) { if (Data.empty()) return; char Code = Data.at(0), SubCode = 0; if (Data.length() > 1) SubCode = Data.at(1); switch (Code) { case 'p': PingEnd = std::chrono::high_resolution_clock::now(); if (PingStart > PingEnd) ping = 0; else ping = int(std::chrono::duration_cast(PingEnd - PingStart).count()); return; case 'M': MStatus = Data; UlStatus = "Uldone"; return; case 'U': magic = Data.substr(1); default: break; } GameSend(Data); } void ServerParser(std::string_view Data) { ParserAsync(Data); } void NetMain(const std::string& IP, int Port) { std::thread Ping(AutoPing); Ping.detach(); UDPClientMain(IP, Port); CServer = true; Terminate = true; info("Connection Terminated!"); } void TCPGameServer(const std::string& IP, int Port) { GSocket = SetupListener(); std::unique_ptr ClientThread {}; std::unique_ptr NetMainThread {}; while (!TCPTerminate && GSocket != -1) { debug("MAIN LOOP OF GAME SERVER"); GConnected = false; if (!CServer) { warn("Connection still alive terminating"); NetReset(); TCPTerminate = true; Terminate = true; break; } if (CServer) { ClientThread = std::make_unique(TCPClientMain, IP, Port); } CSocket = accept(GSocket, nullptr, nullptr); if (CSocket == -1) { debug("(Proxy) accept failed with error: " + std::to_string(WSAGetLastError())); break; } debug("(Proxy) Game Connected!"); GConnected = true; if (CServer) { NetMainThread = std::make_unique(NetMain, IP, Port); CServer = false; } int32_t Size, Rcv; int Temp; char Header[10] = { 0 }; std::vector data {}; // Read byte by byte until '>' is rcved then get the size and read based on it do { try { Utils::ReceiveFromGame(CSocket, data); ServerSend(std::string(data.data(), data.size()), false); } catch (const std::exception& e) { error(std::string("Error while receiving from game on proxy: ") + e.what()); break; } } while (!TCPTerminate); debug("(Proxy) Connection closing"); } TCPTerminate = true; GConnected = false; Terminate = true; if (ClientThread) { debug("Waiting for client thread"); ClientThread->join(); debug("Client thread done"); } if (NetMainThread) { debug("Waiting for net main thread"); NetMainThread->join(); debug("Net main thread done"); } if (CSocket != SOCKET_ERROR) KillSocket(CSocket); debug("END OF GAME SERVER"); }