mirror of
https://github.com/BeamMP/BeamMP-Launcher.git
synced 2026-04-02 22:06:29 +00:00
287 lines
8.0 KiB
C++
287 lines
8.0 KiB
C++
/*
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Copyright (C) 2024 BeamMP Ltd., BeamMP team and contributors.
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Licensed under AGPL-3.0 (or later), see <https://www.gnu.org/licenses/>.
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SPDX-License-Identifier: AGPL-3.0-or-later
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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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#include <winsock2.h>
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#include <ws2tcpip.h>
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#elif defined(__linux__)
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#include "linuxfixes.h"
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#include <arpa/inet.h>
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#include <cstring>
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#include <netdb.h>
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#include <sys/socket.h>
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#include <sys/types.h>
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#include <unistd.h>
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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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#include <thread>
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#include "Options.h"
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#include <chrono>
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std::chrono::time_point<std::chrono::high_resolution_clock> PingStart, PingEnd;
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bool GConnected = false;
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bool CServer = true;
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SOCKET CSocket = -1;
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SOCKET GSocket = -1;
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std::string magic;
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int KillSocket(uint64_t Dead) {
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if (Dead == (SOCKET)-1) {
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debug("Kill socket got -1 returning...");
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return 0;
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}
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shutdown(Dead, SD_BOTH);
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int a = closesocket(Dead);
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if (a != 0) {
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warn("Failed to close socket!");
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}
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return a;
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}
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bool CheckBytes(uint32_t Bytes) {
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if (Bytes == 0) {
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debug("(Proxy) Connection closing");
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return false;
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} else if (Bytes < 0) {
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debug("(Proxy) send failed with error: " + std::to_string(WSAGetLastError()));
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return false;
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}
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return true;
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}
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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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auto ToSend = Utils::PrependHeader<std::string_view>(Data);
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auto Result = send(CSocket, ToSend.data(), ToSend.size(), 0);
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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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if (Data.find("Zp") != std::string::npos && Data.size() > 500) {
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abort();
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}
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char C = 0;
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bool Ack = false;
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int DLen = int(Data.length());
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if (DLen > 3)
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C = Data.at(0);
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if (C == 'O' || C == 'T')
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Ack = true;
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if (C == 'N' || C == 'W' || C == 'Y' || C == 'V' || C == 'E' || C == 'C')
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Rel = true;
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if (compressBound(Data.size()) > 1024)
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Rel = true;
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if (Ack || Rel) {
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if (Ack || DLen > 1000)
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SendLarge(Data);
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else
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TCPSend(Data, TCPSock);
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} else
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UDPSend(Data);
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if (DLen > 1000) {
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debug("(Launcher->Server) Bytes sent: " + std::to_string(Data.length()) + " : "
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+ Data.substr(0, 10)
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+ Data.substr(Data.length() - 10));
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} else if (C == 'Z') {
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// debug("(Game->Launcher) : " + Data);
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}
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}
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void NetReset() {
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TCPTerminate = false;
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GConnected = false;
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Terminate = false;
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UlStatus = "Ulstart";
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MStatus = " ";
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if (UDPSock != (SOCKET)(-1)) {
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debug("Terminating UDP Socket: " + std::to_string(TCPSock));
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KillSocket(UDPSock);
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}
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UDPSock = -1;
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if (TCPSock != (SOCKET)(-1)) {
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debug("Terminating TCP Socket: " + std::to_string(TCPSock));
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KillSocket(TCPSock);
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}
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TCPSock = -1;
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if (GSocket != (SOCKET)(-1)) {
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debug("Terminating GTCP Socket: " + std::to_string(GSocket));
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KillSocket(GSocket);
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}
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GSocket = -1;
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}
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SOCKET SetupListener() {
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if (GSocket != -1)
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return GSocket;
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struct addrinfo* result = nullptr;
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struct addrinfo hints { };
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int iRes;
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#ifdef _WIN32
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WSADATA wsaData;
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iRes = WSAStartup(514, &wsaData); // 2.2
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if (iRes != 0) {
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error("(Proxy) WSAStartup failed with error: " + std::to_string(iRes));
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return -1;
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}
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#endif
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ZeroMemory(&hints, sizeof(hints));
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_STREAM;
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hints.ai_protocol = IPPROTO_TCP;
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hints.ai_flags = AI_PASSIVE;
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iRes = getaddrinfo(nullptr, std::to_string(options.port + 1).c_str(), &hints, &result);
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if (iRes != 0) {
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error("(Proxy) info failed with error: " + std::to_string(iRes));
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WSACleanup();
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}
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GSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
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if (GSocket == -1) {
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error("(Proxy) socket failed with error: " + std::to_string(WSAGetLastError()));
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freeaddrinfo(result);
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WSACleanup();
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return -1;
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}
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iRes = bind(GSocket, result->ai_addr, (int)result->ai_addrlen);
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if (iRes == SOCKET_ERROR) {
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error("(Proxy) bind failed with error: " + std::to_string(WSAGetLastError()));
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freeaddrinfo(result);
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KillSocket(GSocket);
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WSACleanup();
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return -1;
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}
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freeaddrinfo(result);
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iRes = listen(GSocket, SOMAXCONN);
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if (iRes == SOCKET_ERROR) {
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error("(Proxy) listen failed with error: " + std::to_string(WSAGetLastError()));
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KillSocket(GSocket);
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WSACleanup();
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return -1;
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}
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return GSocket;
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}
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void AutoPing() {
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while (!Terminate) {
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ServerSend("p", false);
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PingStart = std::chrono::high_resolution_clock::now();
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std::this_thread::sleep_for(std::chrono::seconds(1));
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}
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}
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int ClientID = -1;
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void ParserAsync(std::string_view Data) {
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if (Data.empty())
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return;
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char Code = Data.at(0), SubCode = 0;
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if (Data.length() > 1)
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SubCode = Data.at(1);
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switch (Code) {
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case 'p':
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PingEnd = std::chrono::high_resolution_clock::now();
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if (PingStart > PingEnd)
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ping = 0;
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else
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ping = int(std::chrono::duration_cast<std::chrono::milliseconds>(PingEnd - PingStart).count());
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return;
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case 'M':
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MStatus = Data;
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UlStatus = "Uldone";
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return;
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case 'U':
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magic = Data.substr(1);
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default:
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break;
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}
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GameSend(Data);
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}
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void ServerParser(std::string_view Data) {
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ParserAsync(Data);
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}
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void NetMain(const std::string& IP, int Port) {
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std::thread Ping(AutoPing);
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Ping.detach();
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UDPClientMain(IP, Port);
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CServer = true;
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Terminate = true;
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info("Connection Terminated!");
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}
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void TCPGameServer(const std::string& IP, int Port) {
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GSocket = SetupListener();
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std::unique_ptr<std::thread> ClientThread {};
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std::unique_ptr<std::thread> NetMainThread {};
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while (!TCPTerminate && GSocket != -1) {
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debug("MAIN LOOP OF GAME SERVER");
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GConnected = false;
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if (!CServer) {
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warn("Connection still alive terminating");
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NetReset();
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TCPTerminate = true;
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Terminate = true;
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break;
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}
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if (CServer) {
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ClientThread = std::make_unique<std::thread>(TCPClientMain, IP, Port);
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}
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CSocket = accept(GSocket, nullptr, nullptr);
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if (CSocket == -1) {
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debug("(Proxy) accept failed with error: " + std::to_string(WSAGetLastError()));
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break;
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}
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debug("(Proxy) Game Connected!");
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GConnected = true;
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if (CServer) {
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NetMainThread = std::make_unique<std::thread>(NetMain, IP, Port);
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CServer = false;
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}
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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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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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} 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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Terminate = true;
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if (ClientThread) {
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debug("Waiting for client thread");
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ClientThread->join();
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debug("Client thread done");
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}
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if (NetMainThread) {
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debug("Waiting for net main thread");
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NetMainThread->join();
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debug("Net main thread done");
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}
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if (CSocket != SOCKET_ERROR)
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KillSocket(CSocket);
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debug("END OF GAME SERVER");
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}
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