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/*
* Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*/
#include "MasterServer.h"
#include "RakPeerInterface.h"
#include "BitStream.h"
#include "RakNetworkFactory.h"
#include "PacketEnumerations.h"
#include "StringCompressor.h"
#include "GetTime.h"
#include "RakNetStatistics.h"
// Uncomment this define for debugging printfs
#define _SHOW_MASTER_SERVER_PRINTF
#ifdef _SHOW_MASTER_SERVER_PRINTF
#include <cstdio>
#endif
MasterServer::MasterServer()
{
}
MasterServer::~MasterServer()
{
ClearServerList();
}
void MasterServer::Update(RakPeerInterface *peer)
{
unsigned serverIndex;
RakNetTime time;
// TODO - should have multiple listing security
time = RakNet::GetTime();
serverIndex=0;
while (serverIndex < gameServerList.serverList.Size())
{
if (time >= gameServerList.serverList[serverIndex]->nextPingTime)
{
if (gameServerList.serverList[serverIndex]->failedPingResponses>=NUMBER_OF_MISSED_PINGS_TO_DROP)
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("Deleting %s for lack of ping response.\n", (char*)rakPeer->PlayerIDToDottedIP(gameServerList.serverList[serverIndex]->connectionIdentifier));
#endif
gameServerList.serverList[serverIndex]->Clear();
delete gameServerList.serverList[serverIndex];
gameServerList.serverList.RemoveAtIndex(serverIndex);
}
else
{
gameServerList.serverList[serverIndex]->nextPingTime = time + KEEP_ALIVE_PING_FREQUENCY;
if (rakPeer->GetIndexFromPlayerID(gameServerList.serverList[serverIndex]->connectionIdentifier)==-1)
{
rakPeer->Ping((char*)rakPeer->PlayerIDToDottedIP(gameServerList.serverList[serverIndex]->connectionIdentifier),
gameServerList.serverList[serverIndex]->connectionIdentifier.port, false);
gameServerList.serverList[serverIndex]->failedPingResponses++;
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("Pinging %s. Waiting on %i repl(ies) so far.\n", (char*)rakPeer->PlayerIDToDottedIP(gameServerList.serverList[serverIndex]->connectionIdentifier),gameServerList.serverList[serverIndex]->failedPingResponses);
#endif
}
else
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("Not pinging %s since they are currently connected.\n", (char*)rakPeer->PlayerIDToDottedIP(gameServerList.serverList[serverIndex]->connectionIdentifier));
#endif
}
serverIndex++;
}
}
else
serverIndex++;
}
}
bool MasterServer::OnReceive(RakPeerInterface *peer, Packet *packet)
{
RakNetStatisticsStruct *rss;
RakNetTime connectionTime;
RakNetTime time;
unsigned serverIndex;
time = RakNet::GetTime();
// Quick and dirty flood attack security:
// If a client has been connected for more than 5 seconds,
// and has sent more than 1000 bytes per second on average then ban them
rss=rakPeer->GetStatistics(packet->playerId);
if (rss)
{
connectionTime=time-rss->connectionStartTime;
if (connectionTime > FLOOD_ATTACK_CHECK_DELAY &&
(float)(rss->bitsReceived/8) / (float) connectionTime > FLOOD_ATTACK_BYTES_PER_MS)
{
rakPeer->CloseConnection(packet->playerId, true,0);
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("%s banned for session due to for flood attack\n", (char*)rakPeer->PlayerIDToDottedIP(packet->playerId));
#endif
rakPeer->AddToBanList(rakPeer->PlayerIDToDottedIP(packet->playerId));
// Find all servers with this IP and kill them.
serverIndex=0;
while (serverIndex < gameServerList.serverList.Size())
{
if (gameServerList.serverList[serverIndex]->connectionIdentifier.binaryAddress==packet->playerId.binaryAddress)
{
delete gameServerList.serverList[serverIndex];
gameServerList.serverList.RemoveAtIndex(serverIndex);
}
else
serverIndex++;
}
}
}
switch(packet->data[0])
{
case ID_QUERY_MASTER_SERVER:
HandleQuery(packet);
return true;
case ID_MASTER_SERVER_DELIST_SERVER:
HandleDelistServer(packet);
return true;
case ID_MASTER_SERVER_SET_SERVER:
HandleUpdateServer(packet);
return true;
case ID_PONG:
HandlePong(packet);
return false;
case ID_RELAYED_CONNECTION_NOTIFICATION:
HandleRelayedConnectionNotification(packet);
return true;
}
return false; // Absorb packet
}
bool MasterServer::PropagateToGame(Packet *packet) const
{
unsigned char packetIdentifier = packet->data[ 0 ];
return packetIdentifier!=ID_QUERY_MASTER_SERVER &&
packetIdentifier!=ID_MASTER_SERVER_DELIST_SERVER &&
packetIdentifier!=ID_MASTER_SERVER_SET_SERVER &&
packetIdentifier!=ID_RELAYED_CONNECTION_NOTIFICATION;
}
void MasterServer::HandleDelistServer(Packet *packet)
{
PlayerID serverPlayerID;
int existingServerIndex;
BitStream bitStream(packet->data, packet->length, false);
bitStream.IgnoreBits(sizeof(unsigned char)*8); // Ignore the packet type enum
bitStream.Read(serverPlayerID.port);
serverPlayerID.binaryAddress=packet->playerId.binaryAddress;
existingServerIndex=gameServerList.GetIndexByPlayerID(serverPlayerID);
if (existingServerIndex>=0)
{
gameServerList.serverList[existingServerIndex]->Clear();
delete gameServerList.serverList[existingServerIndex];
gameServerList.serverList.RemoveAtIndex(existingServerIndex);
}
//else
// Server does not already exist
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("%i servers on the list\n", gameServerList.serverList.Size());
#endif
}
void MasterServer::HandleQuery(Packet *packet)
{
DataStructures::List<GameServer*> serversWithKeysList;
char ruleIdentifier[256];
unsigned index, serverIndex;
int key;
bool queryAll;
BitStream outputBitStream;
BitStream compressedString(packet->data, packet->length, false);
compressedString.IgnoreBits(8*sizeof(unsigned char));
queryAll=true;
while (compressedString.GetNumberOfUnreadBits()>0)
{
// Generate a list of the indices of the servers that have one or more of the specified keys.
stringCompressor->DecodeString(ruleIdentifier, 256, &compressedString);
if (ruleIdentifier[0]==0)
// If we fail to read the first string, queryAll remains true.
break;
queryAll=false;
if (IsReservedRuleIdentifier(ruleIdentifier))
continue;
for (index=0; index < gameServerList.serverList.Size(); index++)
{
if (gameServerList.serverList[index]->connectionIdentifier==UNASSIGNED_PLAYER_ID)
continue;
if (gameServerList.serverList[index]->FindKey(ruleIdentifier))
{
serverIndex=serversWithKeysList.GetIndexOf(gameServerList.serverList[index]);
if (serverIndex==MAX_UNSIGNED_LONG)
{
gameServerList.serverList[index]->numberOfKeysFound=1;
serversWithKeysList.Insert(gameServerList.serverList[index]);
}
else
{
serversWithKeysList[serverIndex]->numberOfKeysFound++;
}
}
}
}
// Write the packet id
if (queryAll)
outputBitStream.Write((unsigned char) ID_MASTER_SERVER_SET_SERVER);
else
outputBitStream.Write((unsigned char) ID_MASTER_SERVER_UPDATE_SERVER);
if (queryAll)
{
// Write the number of servers
outputBitStream.WriteCompressed((unsigned short)gameServerList.serverList.Size());
for (index=0; index < gameServerList.serverList.Size(); index++)
{
// Write the whole server
SerializeServer(gameServerList.serverList[index], &outputBitStream);
}
}
else
{
compressedString.ResetReadPointer();
compressedString.IgnoreBits(8*sizeof(unsigned char));
// Write the number of servers with requested keys
outputBitStream.WriteCompressed((unsigned short)serversWithKeysList.Size());
// For each server, write the header which consists of the IP/PORT.
// Then go through the list of requested keys and write those
for (index=0; index < serversWithKeysList.Size(); index++)
{
SerializePlayerID(&(serversWithKeysList[index]->connectionIdentifier), &outputBitStream);
outputBitStream.WriteCompressed((unsigned short)serversWithKeysList[index]->numberOfKeysFound);
while (compressedString.GetNumberOfUnreadBits()>0)
{
// Generate a list of the indices of the servers that have one or more of the specified keys.
stringCompressor->DecodeString(ruleIdentifier, 256, &compressedString);
if (ruleIdentifier[0]==0)
break;
if (IsReservedRuleIdentifier(ruleIdentifier))
continue;
serversWithKeysList[index]->FindKey(ruleIdentifier);
key=serversWithKeysList[index]->keyIndex;
if (key>=0)
SerializeRule(serversWithKeysList[index]->serverRules[key], &outputBitStream);
}
}
}
rakPeer->Send(&outputBitStream, MEDIUM_PRIORITY, RELIABLE, 0, packet->playerId, false);
}
void MasterServer::HandleUpdateServer(Packet *packet)
{
GameServer *gameServer;
bool newServerAdded;
BitStream incomingBitStream(packet->data, packet->length, false);
incomingBitStream.IgnoreBits(8*sizeof(unsigned char));
gameServer = DeserializeServer(&incomingBitStream);
gameServer->connectionIdentifier.binaryAddress=packet->playerId.binaryAddress;
UpdateServerList(gameServer, true, &newServerAdded);
if (newServerAdded)
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("Server added. %i servers on the list\n", gameServerList.serverList.Size());
#endif
gameServer->originationId=packet->playerId;
}
#ifdef _SHOW_MASTER_SERVER_PRINTF
else
printf("Server updated. %i servers on the list\n", gameServerList.serverList.Size());
#endif
}
void MasterServer::OnModifiedPacket(void)
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("Modified packet.\n");
#endif
}
void MasterServer::HandleRelayedConnectionNotification(Packet *packet)
{
char str[22];
unsigned short clientGamePort, serverGamePort;
BitStream incomingBitStream(packet->data, packet->length, false);
incomingBitStream.IgnoreBits(8*sizeof(unsigned char));
incomingBitStream.Read(clientGamePort);
incomingBitStream.Read(serverGamePort);
if (!stringCompressor->DecodeString(str, 22, &incomingBitStream))
return;
if (str[0]==0)
return;
BitStream outgoingBitStream;
outgoingBitStream.Write((unsigned char)ID_RELAYED_CONNECTION_NOTIFICATION);
// Assumes the game client is on the same computer as the master client
outgoingBitStream.Write(packet->playerId.binaryAddress); // This is the public IP, which the sender doesn't necessarily know
outgoingBitStream.Write(clientGamePort);
PlayerID targetID;
rakPeer->IPToPlayerID(str, serverGamePort, &targetID);
// Given the IP and port of the game system, give me the index into the game server list
int serverIndex = gameServerList.GetIndexByPlayerID(targetID);
if (serverIndex>=0)
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("ID_RELAYED_CONNECTION_NOTIFICATION sent to %s:%i from %s:%i\n", str, serverGamePort, rakPeer->PlayerIDToDottedIP(packet->playerId), packet->playerId.port);
#endif
rakPeer->Send(&outgoingBitStream, HIGH_PRIORITY, RELIABLE, 0, gameServerList.serverList[serverIndex]->originationId, false);
}
else
{
#ifdef _SHOW_MASTER_SERVER_PRINTF
printf("ID_RELAYED_CONNECTION_NOTIFICATION not sent to %s:%i from %s:%i.\nMaster server does not know about target system.\n", str, serverGamePort, rakPeer->PlayerIDToDottedIP(packet->playerId), packet->playerId.port);
#endif
}
}