0ad/source/network/scripting/JSInterface_Network.cpp
wraitii 87fc52b780 MP: don't enforce game init attributes synchronization in PREGAME.
The NetServer stored a complete copy of the game Init Attributes, which
it sent to new clients on updates from the controller. This worked well,
but prevents incremental updates and other unrelated messages from being
sent.

This changes the system so that:
- in PREGAME state, the server does not update its copy of the game init
attributes
- the server forwards game setup messages from the controller to all
clients
- Joining clients get a full copy of the Settings, when joining, from
the controller (this is a js-driven behaviour - other situations might
not need do it).
- Make the StartNetworkGame message take a copy of the final init
attributes, to ensure synchronization (and simplify some logic).

In practice, this:
- makes it possible to send different types of gamesetup messages (this
introduces two: a regular update and the full 'initial-update' for new
clients).
- moves some C++ hardcoding into JS - here in essence the PREGAME server
state is now init-attributes-agnostic.
- does not change much for readiness control - the server already needed
to force a change at game start to set random elements.

Note that the loading page is currently still receiving the 'local' game
attributes, which assumes that all clients are correctly synchronized
(they should be).

Refs #3806, #3049

Differential Revision: https://code.wildfiregames.com/D3714
This was SVN commit r25099.
2021-03-22 10:13:27 +00:00

309 lines
9.4 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/>.
*/
#include "precompiled.h"
#include "JSInterface_Network.h"
#include "lib/external_libraries/enet.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/types.h"
#include "lobby/IXmppClient.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetServer.h"
#include "network/StunClient.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/GUID.h"
#include "ps/Util.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptInterface.h"
#include "third_party/encryption/pkcs5_pbkdf2.h"
namespace JSI_Network
{
u16 GetDefaultPort()
{
return PS_DEFAULT_PORT;
}
bool IsNetController()
{
return !!g_NetClient && g_NetClient->IsController();
}
bool HasNetServer()
{
return !!g_NetServer;
}
bool HasNetClient()
{
return !!g_NetClient;
}
CStr HashPassword(const CStr& password)
{
if (password.empty())
return password;
ENSURE(sodium_init() >= 0);
const int DIGESTSIZE = crypto_hash_sha256_BYTES;
constexpr int ITERATIONS = 1737;
cassert(DIGESTSIZE == 32);
static const unsigned char salt_base[DIGESTSIZE] = {
244, 243, 249, 244, 32, 33, 19, 35, 16, 11, 12, 13, 14, 15, 16, 17,
18, 19, 20, 32, 33, 244, 224, 127, 129, 130, 140, 153, 88, 123, 234, 123 };
// initialize the salt buffer
unsigned char salt_buffer[DIGESTSIZE] = { 0 };
crypto_hash_sha256_state state;
crypto_hash_sha256_init(&state);
crypto_hash_sha256_update(&state, salt_base, sizeof(salt_base));
crypto_hash_sha256_final(&state, salt_buffer);
// PBKDF2 to create the buffer
unsigned char encrypted[DIGESTSIZE];
pbkdf2(encrypted, (unsigned char*)password.c_str(), password.length(), salt_buffer, DIGESTSIZE, ITERATIONS);
return CStr(Hexify(encrypted, DIGESTSIZE)).UpperCase();
}
void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName, bool useSTUN, const CStr& password)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
// Always use lobby authentication for lobby matches to prevent impersonation and smurfing, in particular through mods that implemented an UI for arbitrary or other players nicknames.
bool hasLobby = !!g_XmppClient;
g_NetServer = new CNetServer(hasLobby);
// In lobby, we send our public ip and port on request to the players, who want to connect.
// In either case we need to know our public IP. If using STUN, we'll use that,
// otherwise, the lobby's reponse to the game registration stanza will tell us our public IP.
if (hasLobby)
{
CStr ip;
if (!useSTUN)
// Don't store IP - the lobby bot will send it later.
// (if a client tries to connect before it's setup, they'll be disconnected)
g_NetServer->SetConnectionData("", serverPort, false);
else
{
u16 port = serverPort;
// This is using port variable to store return value, do not pass serverPort itself.
if (!StunClient::FindStunEndpointHost(ip, port))
{
ScriptException::Raise(rq, "Failed to host via STUN.");
SAFE_DELETE(g_NetServer);
return;
}
g_NetServer->SetConnectionData(ip, port, true);
}
}
if (!g_NetServer->SetupConnection(serverPort))
{
ScriptException::Raise(rq, "Failed to start server");
SAFE_DELETE(g_NetServer);
return;
}
// Generate a secret to identify the host client.
std::string secret = ps_generate_guid();
// We will get hashed password from clients, so hash it once for server
CStr hashedPass = HashPassword(password);
g_NetServer->SetPassword(hashedPass);
g_NetServer->SetControllerSecret(secret);
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostLobbyName);
g_NetClient->SetGamePassword(hashedPass);
g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
g_NetClient->SetControllerSecret(secret);
if (!g_NetClient->SetupConnection(nullptr))
{
ScriptException::Raise(rq, "Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void StartNetworkJoin(const ScriptRequest& rq, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
g_NetClient->SetupServerData(serverAddress, serverPort, useSTUN);
if (!g_NetClient->SetupConnection(nullptr))
{
ScriptException::Raise(rq, "Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
/**
* 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(const CStrW& playerName, const CStr& hostJID, const CStr& password)
{
ENSURE(!!g_XmppClient);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
CStr hashedPass = HashPassword(password);
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
g_NetClient->SetGamePassword(hashedPass);
g_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str());
}
void DisconnectNetworkGame()
{
// TODO: we ought to do async reliable disconnections
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
CStr GetPlayerGUID()
{
if (!g_NetClient)
return "local";
return g_NetClient->GetGUID();
}
JS::Value PollNetworkClient(const ScriptInterface& scriptInterface)
{
if (!g_NetClient)
return JS::UndefinedValue();
// Convert from net client context to GUI script context
ScriptRequest rqNet(g_NetClient->GetScriptInterface());
JS::RootedValue pollNet(rqNet.cx);
g_NetClient->GuiPoll(&pollNet);
return scriptInterface.CloneValueFromOtherCompartment(g_NetClient->GetScriptInterface(), pollNet);
}
void SendGameSetupMessage(const ScriptInterface& scriptInterface, JS::HandleValue attribs1)
{
ENSURE(g_NetClient);
// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
ScriptRequest rq(scriptInterface);
JS::RootedValue attribs(rq.cx, attribs1);
g_NetClient->SendGameSetupMessage(&attribs, scriptInterface);
}
void AssignNetworkPlayer(int playerID, const CStr& guid)
{
ENSURE(g_NetClient);
g_NetClient->SendAssignPlayerMessage(playerID, guid);
}
void KickPlayer(const CStrW& playerName, bool ban)
{
ENSURE(g_NetClient);
g_NetClient->SendKickPlayerMessage(playerName, ban);
}
void SendNetworkChat(const CStrW& message)
{
ENSURE(g_NetClient);
g_NetClient->SendChatMessage(message);
}
void SendNetworkReady(int message)
{
ENSURE(g_NetClient);
g_NetClient->SendReadyMessage(message);
}
void ClearAllPlayerReady ()
{
ENSURE(g_NetClient);
g_NetClient->SendClearAllReadyMessage();
}
void StartNetworkGame(const ScriptInterface& scriptInterface, JS::HandleValue attribs1)
{
ENSURE(g_NetClient);
// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
ScriptRequest rq(scriptInterface);
JS::RootedValue attribs(rq.cx, attribs1);
g_NetClient->SendStartGameMessage(scriptInterface.StringifyJSON(&attribs));
}
void SetTurnLength(int length)
{
if (g_NetServer)
g_NetServer->SetTurnLength(length);
else
LOGERROR("Only network host can change turn length");
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GetDefaultPort>(rq, "GetDefaultPort");
ScriptFunction::Register<&IsNetController>(rq, "IsNetController");
ScriptFunction::Register<&HasNetServer>(rq, "HasNetServer");
ScriptFunction::Register<&HasNetClient>(rq, "HasNetClient");
ScriptFunction::Register<&StartNetworkHost>(rq, "StartNetworkHost");
ScriptFunction::Register<&StartNetworkJoin>(rq, "StartNetworkJoin");
ScriptFunction::Register<&StartNetworkJoinLobby>(rq, "StartNetworkJoinLobby");
ScriptFunction::Register<&DisconnectNetworkGame>(rq, "DisconnectNetworkGame");
ScriptFunction::Register<&GetPlayerGUID>(rq, "GetPlayerGUID");
ScriptFunction::Register<&PollNetworkClient>(rq, "PollNetworkClient");
ScriptFunction::Register<&SendGameSetupMessage>(rq, "SendGameSetupMessage");
ScriptFunction::Register<&AssignNetworkPlayer>(rq, "AssignNetworkPlayer");
ScriptFunction::Register<&KickPlayer>(rq, "KickPlayer");
ScriptFunction::Register<&SendNetworkChat>(rq, "SendNetworkChat");
ScriptFunction::Register<&SendNetworkReady>(rq, "SendNetworkReady");
ScriptFunction::Register<&ClearAllPlayerReady>(rq, "ClearAllPlayerReady");
ScriptFunction::Register<&StartNetworkGame>(rq, "StartNetworkGame");
ScriptFunction::Register<&SetTurnLength>(rq, "SetTurnLength");
}
}