0ad/source/network/scripting/JSInterface_Network.h
wraitii 113fefeeb7 Netcode: Identify controller client via a secret key
The 'controller' of an MP game (the host in general, though dedicated
servers would change that) is currently whoever first tells the server
that it is. This can be abused since it relies on trusting the clients.

This changes that logic: the server defines a 'controller secret', and
the first client to sent the correct controller secret is the
controller. This is safe assuming the secret is unknowable enough (the
current solution wouldn't pass strict cryptography tests, but it's
likely good enough).

Reverts 1a3fb29ff3, which introduced the 'trust the clients' mechanic,
as a change over 'the first local IP is controller'.

Necessary step towards dedicated server, if we want to use the regular
gamesetup (Refs #3556)

Differential Revision: https://code.wildfiregames.com/D3075
This was SVN commit r24952.
2021-02-27 17:44:59 +00:00

55 lines
2.9 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_JSI_NETWORK
#define INCLUDED_JSI_NETWORK
#include "lib/types.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptInterface.h"
namespace JSI_Network
{
u16 GetDefaultPort(ScriptInterface::CmptPrivate* pCmptPrivate);
bool IsNetController(ScriptInterface::CmptPrivate* pCmptPrivate);
bool HasNetServer(ScriptInterface::CmptPrivate* pCmptPrivate);
bool HasNetClient(ScriptInterface::CmptPrivate* pCmptPrivate);
void StartNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
void SetNetworkGameAttributes(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs1);
void StartNetworkHost(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName, bool useSTUN, const CStr& password);
void StartNetworkJoin(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID);
/**
* Requires XmppClient to send iq request to the server to get server's ip and port based on passed password.
* This is needed to not force server to share it's public ip with all potential clients in the lobby.
* XmppClient will also handle logic after receiving the answer.
*/
void StartNetworkJoinLobby(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& hostJID, const CStr& password);
void DisconnectNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
JS::Value PollNetworkClient(ScriptInterface::CmptPrivate* pCmptPrivate);
CStr GetPlayerGUID(ScriptInterface::CmptPrivate* pCmptPrivate);
void KickPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, bool ban);
void AssignNetworkPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, int playerID, const CStr& guid);
void ClearAllPlayerReady (ScriptInterface::CmptPrivate* pCmptPrivate);
void SendNetworkChat(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& message);
void SendNetworkReady(ScriptInterface::CmptPrivate* pCmptPrivate, int message);
void SetTurnLength(ScriptInterface::CmptPrivate* pCmptPrivate, int length);
CStr HashPassword(const CStr& password);
void RegisterScriptFunctions(const ScriptInterface& scriptInterface);
}
#endif // INCLUDED_JSI_NETWORK