BeamMP-Launcher/src/Network/GlobalHandler.cpp
2020-11-25 20:26:43 +02:00

267 lines
7.9 KiB
C++

///
/// Created by Anonymous275 on 7/25/2020
///
#include "Network/network.h"
#include "Security/Init.h"
#include "Security/Enc.h"
#include <WinSock2.h>
#include <WS2tcpip.h>
#include "Logger.h"
#include <charconv>
#include <string>
#include <thread>
#include <mutex>
std::chrono::time_point<std::chrono::steady_clock> PingStart,PingEnd;
bool GConnected = false;
bool CServer = true;
extern SOCKET UDPSock;
extern SOCKET TCPSock;
SOCKET CSocket = -1;
SOCKET GSocket = -1;
int KillSocket(uint64_t Dead){
if(Dead == (SOCKET)-1){
debug(Sec("Kill socket got -1 returning..."));
return 0;
}
shutdown(Dead,SD_BOTH);
int a = closesocket(Dead);
if(a != 0){
warn(Sec("Failed to close socket!"));
}
return a;
}
bool CheckBytes(uint32_t Bytes){
if(Bytes == 0){
debug(Sec("(Proxy) Connection closing"));
return false;
}else if(Bytes < 0){
debug(Sec("(Proxy) send failed with error: ") + std::to_string(WSAGetLastError()));
return false;
}
return true;
}
void GameSend(std::string Data){
static std::mutex Lock;
std::scoped_lock Guard(Lock);
if(TCPTerminate || !GConnected || CSocket == -1)return;
int32_t Size,Temp,Sent;
Data += '\n';
Size = int32_t(Data.size());
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);
}
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 == 'W' || C == 'Y' || C == 'V' || C == 'E')Rel = true;
if(Ack || Rel){
if(Ack || DLen > 1000)SendLarge(Data);
else TCPSend(Data);
}else UDPSend(Data);
if (DLen > 1000) {
debug(Sec("(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 = Sec("Ulstart");
MStatus = " ";
if(UDPSock != (SOCKET)(-1)){
debug(Sec("Terminating UDP Socket : ") + std::to_string(TCPSock));
KillSocket(UDPSock);
}
UDPSock = -1;
if(TCPSock != (SOCKET)(-1)){
debug(Sec("Terminating TCP Socket : ") + std::to_string(TCPSock));
KillSocket(TCPSock);
}
TCPSock = -1;
if(GSocket != (SOCKET)(-1)){
debug(Sec("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{};
WSADATA wsaData;
int iRes = WSAStartup(514, &wsaData); //2.2
if (iRes != 0) {
error(Sec("(Proxy) WSAStartup failed with error: ") + std::to_string(iRes));
return -1;
}
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(DEFAULT_PORT+1).c_str(), &hints, &result);
if (iRes != 0) {
error(Sec("(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(Sec("(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(Sec("(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(Sec("(Proxy) listen failed with error: ") + std::to_string(WSAGetLastError()));
KillSocket(GSocket);
WSACleanup();
return -1;
}
return GSocket;
}
void AutoPing(){
while(!Terminate){
ServerSend(Sec("p"),false);
PingStart = std::chrono::high_resolution_clock::now();
std::this_thread::sleep_for(std::chrono::seconds (1));
}
}
int ClientID = -1;
void ParserAsync(const std::string& Data){
if(Data.empty())return;
char Code = Data.at(0),SubCode = 0;
if(Data.length() > 1)SubCode = Data.at(1);
switch (Code) {
case 'P':
ClientID = std::stoi(Data.substr(1));
break;
case 'p':
PingEnd = std::chrono::high_resolution_clock::now();
if(PingStart > PingEnd)ping = 0;
else ping = std::chrono::duration_cast<std::chrono::milliseconds>(PingEnd-PingStart).count();
return;
case 'M':
MStatus = Data;
UlStatus = Sec("Uldone");
return;
default:
break;
}
GameSend(Data);
}
void ServerParser(const std::string& 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(Sec("Connection Terminated!"));
}
void TCPGameServer(const std::string& IP, int Port){
GSocket = SetupListener();
FindDLL(nullptr);
while (!TCPTerminate && GSocket != -1){
debug(Sec("MAIN LOOP OF GAME SERVER"));
GConnected = false;
if(!CServer){
warn(Sec("Connection still alive terminating"));
NetReset();
TCPTerminate = true;
Terminate = true;
break;
}
if(CServer) {
std::thread Client(TCPClientMain, IP, Port);
Client.detach();
}
CSocket = accept(GSocket, nullptr, nullptr);
if (CSocket == -1) {
debug(Sec("(Proxy) accept failed with error: ") + std::to_string(WSAGetLastError()));
break;
}
debug(Sec("(Proxy) Game Connected!"));
GConnected = true;
if(CServer){
std::thread t1(NetMain, IP, Port);
t1.detach();
CServer = false;
}
int32_t Size,Temp,Rcv;
char Header[10] = {0};
//Read byte by byte until '>' is rcved then get the size and read based on it
do{
Rcv = 0;
do{
Temp = recv(CSocket,&Header[Rcv],1,0);
if(Temp < 1 || TCPTerminate)break;
}while(Header[Rcv++] != '>');
if(Temp < 1 || TCPTerminate)break;
if(std::from_chars(Header,&Header[Rcv],Size).ptr[0] != '>'){
debug(Sec("(Game) Invalid lua Header -> ") + std::string(Header,Rcv));
break;
}
std::string Ret(Size,0);
Rcv = 0;
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(Sec("(Proxy) Connection closing"));
else debug(Sec("(Proxy) recv failed error : ") + std::to_string(WSAGetLastError()));
}
TCPTerminate = true;
GConnected = false;
Terminate = true;
if(CSocket != SOCKET_ERROR)KillSocket(CSocket);
debug(Sec("END OF GAME SERVER"));
}