BeamMP-Launcher/src/Network 2.0/GlobalHandler.cpp
2020-07-02 20:43:34 +03:00

247 lines
7.9 KiB
C++

////
//// Created by Anonymous275 on 3/3/2020.
////
#include <WinSock2.h>
#include <WS2tcpip.h>
#include <iostream>
#include <string>
#include <thread>
#include <vector>
int ClientID = -1;
extern int DEFAULT_PORT;
std::chrono::time_point<std::chrono::steady_clock> PingStart,PingEnd;
bool TCPTerminate = false;
bool Terminate = false;
bool CServer = true;
bool gameConected = false;
SOCKET ClientSocket;
extern bool Dev;
int ping = 0;
void GameSend(const std::string&Data){
if(TCPTerminate || !gameConected || ClientSocket == -1)return;
int iSendResult = send(ClientSocket, (Data + "\n").c_str(), int(Data.length()) + 1, 0);
if (iSendResult == SOCKET_ERROR) {
if (Dev)std::cout << "(Proxy) send failed with error: " << WSAGetLastError() << std::endl;
} else {
if (Dev && Data.length() > 1000) {
std::cout << "(Launcher->Game) Bytes sent: " << iSendResult << std::endl;
}
//std::cout << "(Launcher->Game) Bytes sent: " << iSendResult << " : " << Data << std::endl;
}
}
void SendLarge(const std::string&Data);
void TCPSend(const std::string&Data);
void UDPSend(const std::string&Data);
void ServerSend(const std::string&Data, bool Rel){
if(Terminate || Data.empty())return;
char C = 0;
bool Ack = false;
if(Data.length() > 3)C = Data.at(0);
if (C == 'O' || C == 'T' || C == 'C')Ack = true;
if(Ack || Rel){
if(Ack || Data.length() > 1000)SendLarge(Data);
else TCPSend(Data);
}else UDPSend(Data);
if (Dev && Data.length() > 1000) {
std::cout << "(Launcher->Server) Bytes sent: " + std::to_string(Data.length()) + " : "
+ Data.substr(0, 10)
+ Data.substr(Data.length() - 10) + "\n";
}else if(Dev && C == 'Z'){
//std::cout << "(Game->Launcher) : " << Data << std::endl;
}
}
void AutoPing(){
while(!Terminate){
ServerSend("p",false);
PingStart = std::chrono::high_resolution_clock::now();
std::this_thread::sleep_for(std::chrono::seconds (1));
}
}
std::string UlStatus = "Ulstart";
std::string MStatus = " ";
void ServerParser(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();
ping = std::chrono::duration_cast<std::chrono::milliseconds>(PingEnd-PingStart).count();
return;
case 'M':
MStatus = Data;
UlStatus = "Uldone";
return;
}
GameSend(Data);
}
void TCPClientMain(const std::string& IP,int Port);
void UDPClientMain(const std::string& IP,int Port);
void NetMain(const std::string& IP, int Port){
std::thread Ping(AutoPing);
Ping.detach();
UDPClientMain(IP,Port);
CServer = true;
Terminate = true;
std::cout << "Connection Terminated!" << std::endl;
}
extern SOCKET UDPSock;
extern SOCKET TCPSock;
void Reset() {
TCPTerminate = false;
gameConected = false;
Terminate = false;
UlStatus = "Ulstart";
MStatus = " ";
UDPSock = -1;
TCPSock = -1;
}
std::string Compress(const std::string&Data);
std::string Decompress(const std::string&Data);
void TCPGameServer(const std::string& IP, int Port){
if(Dev)std::cout << "Game server Started! " << IP << ":" << Port << std::endl;
do {
Reset();
if(CServer) {
std::thread Client(TCPClientMain, IP, Port);
Client.detach();
}
if(Dev)std::cout << "Game server on Start" << std::endl;
WSADATA wsaData;
int iResult;
SOCKET ListenSocket = INVALID_SOCKET;
SOCKET Socket = INVALID_SOCKET;
struct addrinfo *result = nullptr;
struct addrinfo hints{};
char recvbuf[10000];
int recvbuflen = 10000;
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != 0) {
if(Dev)std::cout << "(Proxy) WSAStartup failed with error: " << iResult << std::endl;
exit(-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;
// Resolve the server address and port
iResult = getaddrinfo(nullptr, std::to_string(DEFAULT_PORT+1).c_str(), &hints, &result);
if (iResult != 0) {
if(Dev)std::cout << "(Proxy) getaddrinfo failed with error: " << iResult << std::endl;
WSACleanup();
break;
}
// Create a socket for connecting to server
ListenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (ListenSocket == INVALID_SOCKET) {
if(Dev)std::cout << "(Proxy) socket failed with error: " << WSAGetLastError() << std::endl;
freeaddrinfo(result);
WSACleanup();
break;
}
// Setup the TCP listening socket
iResult = bind(ListenSocket, result->ai_addr, (int) result->ai_addrlen);
if (iResult == SOCKET_ERROR) {
if(Dev)std::cout << "(Proxy) bind failed with error: " << WSAGetLastError() << std::endl;
freeaddrinfo(result);
closesocket(ListenSocket);
WSACleanup();
break;
}
freeaddrinfo(result);
iResult = listen(ListenSocket, SOMAXCONN);
if (iResult == SOCKET_ERROR) {
if(Dev)std::cout << "(Proxy) listen failed with error: " << WSAGetLastError() << std::endl;
closesocket(ListenSocket);
WSACleanup();
continue;
}
Socket = accept(ListenSocket, nullptr, nullptr);
if (Socket == INVALID_SOCKET) {
if(Dev)std::cout << "(Proxy) accept failed with error: " << WSAGetLastError() << std::endl;
closesocket(ListenSocket);
WSACleanup();
continue;
}
closesocket(ListenSocket);
if(Dev)std::cout << "(Proxy) Game Connected!" << std::endl;
gameConected = true;
if(CServer){
std::thread t1(NetMain, IP, Port);
t1.detach();
CServer = false;
}
ClientSocket = Socket;
do {
//std::cout << "(Proxy) Waiting for Game Data..." << std::endl;
iResult = recv(Socket, recvbuf, recvbuflen, 0);
if (iResult > 0) {
std::string buff;
buff.resize(iResult*2);
memcpy(&buff[0],recvbuf,iResult);
buff.resize(iResult);
ServerSend(buff,false);
} else if (iResult == 0) {
if(Dev)std::cout << "(Proxy) Connection closing...\n";
closesocket(Socket);
WSACleanup();
Terminate = true;
continue;
} else {
if(Dev)std::cout << "(Proxy) recv failed with error: " << WSAGetLastError() << std::endl;
closesocket(Socket);
WSACleanup();
continue;
}
} while (iResult > 0);
iResult = shutdown(Socket, SD_SEND);
if (iResult == SOCKET_ERROR) {
if(Dev)std::cout << "(Proxy) shutdown failed with error: " << WSAGetLastError() << std::endl;
TCPTerminate = true;
Terminate = true;
closesocket(Socket);
WSACleanup();
continue;
}
closesocket(Socket);
WSACleanup();
}while (!TCPTerminate);
}
void VehicleNetworkStart();
void CoreNetworkThread();
void ProxyStart(){
std::thread t1(CoreNetworkThread);
if(Dev)std::cout << "Core Network Started!\n";
t1.join();
}
void ProxyThread(const std::string& IP, int Port){
std::thread GameThread(TCPGameServer,IP,Port);
GameThread.detach();
/*std::thread t2(VehicleNetworkStart);
t2.detach();*/
}