#include "vg/vg_m.h"
#include "vg/vg_msg.h"
+static u64 const k_steamid_max = 0xffffffffffffffff;
+
static void inthandler( int signum ) {
sig_stop = 1;
}
-static const u64 k_connection_unauthorized = 0xffffffffffffffff;
-
-static u64_steamid get_connection_authsteamid( SteamNetworkingMessage_t *msg ){
- i64 userdata = SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
- hSteamNetworkingSockets, msg->m_conn );
+/*
+ * Send message to single client, with authentication checking
+ */
+static void gameserver_send_to_client( i32 client_id,
+ const void *pData, u32 cbData,
+ int nSendFlags ){
+ struct gameserver_client *client = &gameserver.clients[ client_id ];
- return *((u64_steamid *)&userdata);
-}
+ if( !client->steamid )
+ return;
-static void set_connection_authsteamid(HSteamNetConnection con, u64_steamid id){
- i64 userdata = *((i64 *)&id);
-
- SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
- hSteamNetworkingSockets, con, userdata );
+ SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+ hSteamNetworkingSockets, client->connection,
+ pData, cbData, nSendFlags, NULL );
}
+/*
+ * Send message to all clients if they are authenticated
+ */
static void gameserver_send_to_all( int ignore,
const void *pData, u32 cbData,
int nSendFlags ){
for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
struct gameserver_client *client = &gameserver.clients[i];
- if( (i==ignore) || !client->active )
- continue;
-
- SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
- hSteamNetworkingSockets, client->connection,
- pData, cbData, nSendFlags, NULL );
+ if( i != ignore )
+ gameserver_send_to_client( i, pData, cbData, nSendFlags );
}
}
+/*
+ * handle server update that client #'index' has joined
+ */
static void gameserver_player_join( int index ){
struct gameserver_client *joiner = &gameserver.clients[index];
gameserver_send_to_all( index, &join, sizeof(join),
k_nSteamNetworkingSend_Reliable );
- /* update the joining user about current connections */
-
+ /*
+ * update the joining user about current connections
+ */
netmsg_playerusername *username =
alloca( sizeof(netmsg_playerusername) + NETWORK_USERNAME_MAX );
username->inetmsg_id = k_inetmsg_playerusername;
for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
struct gameserver_client *client = &gameserver.clients[i];
- if( (i==index) || !client->active )
+ if( (i == index) || !client->steamid )
continue;
/* join */
netmsg_playerjoin init = { .inetmsg_id = k_inetmsg_playerjoin,
.index = i };
- SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
- hSteamNetworkingSockets, joiner->connection,
- &init, sizeof(init), k_nSteamNetworkingSend_Reliable, NULL );
+ gameserver_send_to_client( index, &init, sizeof(init),
+ k_nSteamNetworkingSend_Reliable );
/* username */
username->index = i;
NETWORK_USERNAME_MAX,
k_strncpy_always_add_null );
u32 size = sizeof(netmsg_playerusername) + chs + 1;
- SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
- hSteamNetworkingSockets, joiner->connection,
- username, size, k_nSteamNetworkingSend_Reliable, NULL );
+ gameserver_send_to_client( index, username, size,
+ k_nSteamNetworkingSend_Reliable );
/* items */
for( int j=0; j<k_netmsg_playeritem_max; j++ ){
item->type_index = j;
item->client = i;
size = sizeof(netmsg_playeritem) + chs + 1;
- SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
- hSteamNetworkingSockets, joiner->connection,
- item, size, k_nSteamNetworkingSend_Reliable, NULL );
+ gameserver_send_to_client( index, item, size,
+ k_nSteamNetworkingSend_Reliable );
}
}
}
+/*
+ * Handle server update that player has left
+ */
static void gameserver_player_leave( int index ){
+ if( gameserver.auth_mode == eServerModeAuthentication ){
+ if( !gameserver.clients[ index ].steamid )
+ return;
+ }
+
netmsg_playerjoin leave;
leave.inetmsg_id = k_inetmsg_playerleave;
leave.index = index;
k_nSteamNetworkingSend_Reliable );
}
-static void new_client_connecting( HSteamNetConnection client ){
+/*
+ * Deletes client at index and disconnects the connection handle if it was
+ * set.
+ */
+static void remove_client( int index ){
+ struct gameserver_client *client = &gameserver.clients[index];
+ if( client->connection ){
+ SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+ hSteamNetworkingSockets, client->connection, -1 );
+ SteamAPI_ISteamNetworkingSockets_CloseConnection(
+ hSteamNetworkingSockets, client->connection,
+ k_ESteamNetConnectionEnd_Misc_InternalError,
+ NULL, 1 );
+ }
+ memset( client, 0, sizeof(struct gameserver_client) );
+}
+
+/*
+ * Handle incoming new connection and init flags on the steam handle. if the
+ * server is full the userdata (client_id) will be set to -1 on the handle.
+ */
+static void handle_new_connection( HSteamNetConnection conn ){
+ SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+ hSteamNetworkingSockets, conn, -1 );
+
int index = -1;
- /* TODO: LRU */
for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
if( !gameserver.clients[i].active ){
index = i;
if( index == -1 ){
vg_error( "Server full\n" );
SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets, client,
+ hSteamNetworkingSockets, conn,
4500,
NULL, 1 );
return;
}
+ struct gameserver_client *client = &gameserver.clients[index];
EResult accept_status = SteamAPI_ISteamNetworkingSockets_AcceptConnection(
- hSteamNetworkingSockets, client );
+ hSteamNetworkingSockets, conn );
+
if( accept_status == k_EResultOK ){
- vg_success( "Accepted client (id: %u, index: %d)\n", client, index );
- memset( &gameserver.clients[index], 0, sizeof(struct gameserver_client) );
+ vg_success( "Accepted client (id: %u, index: %d)\n", conn, index );
- gameserver.clients[index].active = 1;
- gameserver.clients[index].connection = client;
+ client->active = 1;
+ client->connection = conn;
SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
- hSteamNetworkingSockets,
- client, gameserver.client_group );
+ hSteamNetworkingSockets, conn, gameserver.client_group );
+
+ SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+ hSteamNetworkingSockets, conn, index );
- /* Just to be sure */
- set_connection_authsteamid( client, -1 );
- gameserver_player_join( index );
+ if( gameserver.auth_mode != eServerModeAuthentication ){
+ client->steamid = k_steamid_max;
+ gameserver_player_join( index );
+ }
}
else{
- vg_warn( "Error accepting client (id: %u)\n", client );
+ vg_warn( "Error accepting connection (id: %u)\n", conn );
SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets, client,
+ hSteamNetworkingSockets, conn,
k_ESteamNetConnectionEnd_Misc_InternalError,
NULL, 1 );
- gameserver.clients[index].active = 0;
- gameserver.clients[index].connection = 0;
}
}
vg_info( " %s\n", info->m_debugMsg );
}
-static int gameserver_client_index( HSteamNetConnection hconn ){
- for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
- struct gameserver_client *client = &gameserver.clients[i];
+/*
+ * Get client id of connection handle. Will be -1 if unkown to us either because
+ * the server is full or we already disconnected them
+ */
+static i32 gameserver_conid( HSteamNetConnection hconn ){
+ i64 id = SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
+ hSteamNetworkingSockets, hconn );
- if( client->active ){
- if( client->connection == hconn ){
- return i;
- }
- }
- }
- return -1;
+ if( (id < 0) || (id >= NETWORK_MAX_PLAYERS) )
+ return -1;
+
+ return id;
}
+/*
+ * Callback for steam connection state change
+ */
static void on_connect_status( CallbackMsg_t *msg ){
SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
vg_info( " Connection status changed for %lu\n", info->m_hConn );
string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
if( info->m_info.m_eState==k_ESteamNetworkingConnectionState_Connecting ){
- new_client_connecting( info->m_hConn );
+ handle_new_connection( info->m_hConn );
}
if( (info->m_info.m_eState ==
k_ESteamNetworkingConnectionState_ClosedByPeer ) ||
(info->m_info.m_eState ==
- k_ESteamNetworkingConnectionState_ProblemDetectedLocally ) ){
+ k_ESteamNetworkingConnectionState_ProblemDetectedLocally ) ||
+ (info->m_info.m_eState ==
+ k_ESteamNetworkingConnectionState_Dead) ||
+ (info->m_info.m_eState ==
+ k_ESteamNetworkingConnectionState_None) )
+ {
+ vg_info( "End reason: %d\n", info->m_info.m_eEndReason );
- int client_id = gameserver_client_index( info->m_hConn );
+ int client_id = gameserver_conid( info->m_hConn );
if( client_id != -1 ){
- struct gameserver_client *client = &gameserver.clients[client_id];
- client->connection = 0;
- client->active = 0;
- gameserver_player_leave(client_id);
+ gameserver_player_leave( client_id );
+ remove_client( client_id );
+ }
+ else {
+ SteamAPI_ISteamNetworkingSockets_CloseConnection(
+ hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
}
-
- vg_info( "End reason: %d\n", info->m_info.m_eEndReason );
- SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
}
}
+/*
+ * recieve auth ticket from connection. will only accept it if we've added them
+ * to the client list first.
+ */
static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
if( gameserver.auth_mode != eServerModeAuthentication ){
vg_error( "Running server without authentication. "
return;
}
- if( get_connection_authsteamid( msg ) != k_connection_unauthorized ){
- vg_warn( "Already authorized this user but app ticket was sent"
- " again (%u)\n", msg->m_conn );
+ int client_id = gameserver_conid( msg->m_conn );
+ if( client_id == -1 ) {
+ vg_warn( "Recieved auth ticket from unkown connection (%u)\n",
+ msg->m_conn );
+ return;
+ }
+
+ struct gameserver_client *client = &gameserver.clients[ client_id ];
+
+ if( client->steamid ){
+ vg_warn( "Already authorized this user but another app ticket was sent"
+ " again (%d conn: %u)\n", client_id, msg->m_conn );
return;
}
if( !success ){
vg_error( "Failed to decrypt users ticket (client %u)\n", msg->m_conn );
vg_error( " ticket length: %u\n", auth->ticket_length );
-
- SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets,
- msg->m_conn, 0, NULL, 1 );
+ remove_client( client_id );
return;
}
if( ctime > expiretime ){
vg_error( "Ticket expired (client %u)\n", msg->m_conn );
-
- /* TODO: Send expired information */
- SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets,
- msg->m_conn, 0, NULL, 1 );
+ remove_client( client_id );
return;
}
}
vg_success( "User is authenticated! steamid %lu (%u)\n",
steamid.m_unAll64Bits, msg->m_conn );
- set_connection_authsteamid( msg->m_conn, steamid.m_unAll64Bits );
-}
-
-static int inet_require_auth( SteamNetworkingMessage_t *msg ){
- if( gameserver.auth_mode == eServerModeNoAuthentication )
- return 1;
-
- if( get_connection_authsteamid( msg ) == k_connection_unauthorized ){
- vg_warn( "Unauthorized request! Disconnecting client: %u\n",
- msg->m_conn );
-
- SteamAPI_ISteamNetworkingSockets_CloseConnection(
- hSteamNetworkingSockets,
- msg->m_conn, 0, NULL, 1 );
-
- return 0;
- }
- else return 1;
+ client->steamid = steamid.m_unAll64Bits;
+ gameserver_player_join( client_id );
}
/*
static void gameserver_update_db_username( db_request *db_req ){
struct db_set_username_thread_data *inf = (void *)db_req->data;
- if( inf->steamid == k_connection_unauthorized )
+ if( inf->steamid == k_steamid_max )
return;
int admin = 0;
static void gameserver_rx_200_300( SteamNetworkingMessage_t *msg ){
netmsg_blank *tmp = msg->m_pData;
- int client_id = gameserver_client_index( msg->m_conn );
+ int client_id = gameserver_conid( msg->m_conn );
if( client_id == -1 ) return;
+ struct gameserver_client *client = &gameserver.clients[ client_id ];
+
if( tmp->inetmsg_id == k_inetmsg_playerusername ){
if( !packet_minsize( msg, sizeof(netmsg_playerusername)+1 ))
return;
- struct gameserver_client *client = &gameserver.clients[ client_id ];
netmsg_playerusername *src = msg->m_pData;
u32 name_len = network_msgstring( src->name, msg->m_cbSize,
db_request *call = db_alloc_request(
sizeof(struct db_set_username_thread_data) );
struct db_set_username_thread_data *inf = (void *)call->data;
- inf->steamid = get_connection_authsteamid( msg );
+ inf->steamid = client->steamid;
vg_strncpy( client->username, inf->username,
sizeof(inf->username), k_strncpy_always_add_null );
call->handler = gameserver_update_db_username;
netmsg_playeritem *item = msg->m_pData;
/* record */
- struct gameserver_client *client = &gameserver.clients[ client_id ];
if( item->type_index >= k_netmsg_playeritem_max ){
vg_warn( "Client #%d invalid equip type %u\n",
static void gameserver_request_respond( enum request_status status,
netmsg_request *res, vg_msg *body,
SteamNetworkingMessage_t *msg ){
- int client_id = gameserver_client_index( msg->m_conn );
+ int client_id = gameserver_conid( msg->m_conn );
u32 len = 0;
if( body ){
len = body->cur.co;
i64 steamid_i64 = sqlite3_column_int64( stmt, 0 );
u64 steamid = *((u64 *)&steamid_i64);
- if( steamid == k_connection_unauthorized )
+ if( steamid == k_steamid_max )
continue;
vg_msg_frame( msg, "" );
struct user_request_thread_data *inf = (void *)db_req->data;
SteamNetworkingMessage_t *msg = inf->msg;
- int client_id = gameserver_client_index( msg->m_conn );
+ int client_id = gameserver_conid( msg->m_conn );
if( client_id == -1 ){
SteamAPI_SteamNetworkingMessage_t_Release( msg );
return;
}
+ struct gameserver_client *client = &gameserver.clients[ client_id ];
+
netmsg_request *req = (netmsg_request *)msg->m_pData;
vg_msg data;
vg_msg_init( &data, req->q, msg->m_cbSize - sizeof(netmsg_request) );
gameserver_request_respond( k_request_status_ok, res, &body, msg );
}
else if( !strcmp( endpoint, "setlap" ) ){
- /* TODO: we can change userdata to be the client ID and store that in
- * the client structure. it also would save us scanning the
- * client array over and over..?
- */
- u64 steamid = get_connection_authsteamid( msg );
- if( steamid == k_connection_unauthorized ){
+ if( client->steamid == k_steamid_max ){
gameserver_request_respond( k_request_status_unauthorized,
res, NULL, msg );
return;
return;
}
- db_writeusertime( alltime_table, steamid, centiseconds, 1 );
- db_writeusertime( weekly_table, steamid, centiseconds, 1 );
+ db_writeusertime( alltime_table, client->steamid, centiseconds, 1 );
+ db_writeusertime( weekly_table, client->steamid, centiseconds, 1 );
gameserver_request_respond( k_request_status_ok, res, NULL, msg );
}
static void gameserver_rx_300_400( SteamNetworkingMessage_t *msg ){
netmsg_blank *tmp = msg->m_pData;
- int client_id = gameserver_client_index( msg->m_conn );
+ int client_id = gameserver_conid( msg->m_conn );
if( client_id == -1 ){
SteamAPI_SteamNetworkingMessage_t_Release( msg );
return;