mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
When a patch version is released, it must declare compatibility with the
previous patch versions of the same main release. This allows players to
keep replaying their games and to keep playing online with users of
other patches of the same main release.
This should have anticipated for dae7a8c394
358 lines
11 KiB
C++
358 lines
11 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "JSInterface_Network.h"
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#include "lib/code_generation.h"
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#include "lib/debug.h"
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#include "lib/types.h"
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#include "lib/utf8.h"
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#include "lobby/IXmppClient.h"
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#include "network/NetClient.h"
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#include "network/NetMessage.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/GUID.h"
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#include "ps/Game.h"
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#include "ps/Hashing.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/SavedGame.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/JSON.h"
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#include "scriptinterface/ScriptConversions.h"
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#include "scriptinterface/ScriptRequest.h"
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#include "scriptinterface/StructuredClone.h"
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#include <fmt/format.h>
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#include <js/PropertyAndElement.h>
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#include <js/RootingAPI.h>
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#include <js/TypeDecls.h>
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#include <js/Value.h>
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#include <optional>
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#include <stdexcept>
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#include <string>
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#include <utility>
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#include <vector>
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class ScriptInterface;
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namespace JSI_Network
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{
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u16 GetDefaultPort()
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{
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return PS_DEFAULT_PORT;
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}
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bool IsNetController()
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{
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return !!g_NetClient && g_NetClient->IsController();
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}
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bool HasNetServer()
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{
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return !!g_NetServer;
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}
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bool HasNetClient()
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{
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return !!g_NetClient;
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}
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void StartNetworkHost(const CStrW& playerName, const u16 serverPort, const CStr& password,
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const bool continueSavedGame, bool storeReplay)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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// 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.
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bool hasLobby = !!g_XmppClient;
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g_NetServer = new CNetServer(continueSavedGame, hasLobby);
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if (!g_NetServer->SetupConnection(serverPort))
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{
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SAFE_DELETE(g_NetServer);
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throw std::runtime_error{"Failed to start server"};
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}
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// In lobby, we send our public ip and port on request to the players who want to connect.
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// Thus we need to know our public IP and use STUN to get it.
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if (hasLobby && !g_NetServer->SetConnectionData())
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{
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SAFE_DELETE(g_NetServer);
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throw std::runtime_error{"Failed to resolve public IP-address."};
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}
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// Generate a secret to identify the host client.
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std::string secret = ps_generate_guid();
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g_NetServer->SetControllerSecret(secret);
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g_Game = new CGame(storeReplay);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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if (hasLobby)
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{
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CStr hostJID = g_XmppClient->GetJID();
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/**
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* Password security - we want 0 A.D. to protect players from malicious hosts. We assume that clients
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* might mistakenly send a personal password instead of the game password (e.g. enter their mail account's password on autopilot).
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* Malicious dedicated servers might be set up to farm these failed logins and possibly obtain user credentials.
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* Therefore, we hash the passwords on the client side before sending them to the server.
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* This still makes the passwords potentially recoverable, but makes it much harder at scale.
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* To prevent the creation of rainbow tables, hash with:
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* - the host name
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* - the client name (this makes rainbow tables completely unworkable unless a specific user is targeted,
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* but that would require both computing the matching rainbow table _and_ for that specific user to mistype a personal password,
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* at which point we assume the attacker would/could probably just rather use another means of obtaining the password).
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* - the password itself
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* - the engine version (so that the hashes change periodically)
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* TODO: it should be possible to implement SRP or something along those lines to completely protect from this,
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* but the cost/benefit ratio is probably not worth it.
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*/
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CStr hashedPass = HashCryptographically(password, hostJID + password + PS_SERIALIZATION_VERSION);
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g_NetServer->SetPassword(hashedPass);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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}
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g_NetClient->SetupServerData("127.0.0.1", serverPort);
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g_NetClient->SetControllerSecret(secret);
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if (!g_NetClient->SetupConnection(nullptr))
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{
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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throw std::runtime_error{"Failed to connect to server"};
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}
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}
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void StartNetworkJoin(const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool storeReplay)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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g_Game = new CGame(storeReplay);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetupServerData(serverAddress, serverPort);
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if (!g_NetClient->SetupConnection(nullptr))
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{
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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throw std::runtime_error{"Failed to connect to server"};
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}
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}
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/**
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* Requires XmppClient to send iq request to the server to get server's ip and port based on passed password.
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* This is needed to not force server to share it's public ip with all potential clients in the lobby.
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* XmppClient will also handle logic after receiving the answer.
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*/
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void StartNetworkJoinLobby(const CStrW& playerName, const CStr& hostJID, const CStr& password)
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{
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ENSURE(!!g_XmppClient);
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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CStr hashedPass = HashCryptographically(password, hostJID + password + PS_SERIALIZATION_VERSION);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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g_NetClient->SetupConnectionViaLobby();
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}
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void DisconnectNetworkGame()
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{
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// TODO: we ought to do async reliable disconnections
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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CStr GetPlayerGUID()
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{
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if (!g_NetClient)
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return "local";
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return g_NetClient->GetGUID();
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}
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JS::Value PollNetworkClient(const ScriptInterface& guiInterface)
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{
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if (!g_NetClient)
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return JS::UndefinedValue();
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// Convert from net client context to GUI script context
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ScriptRequest rqNet(g_NetClient->GetScriptInterface());
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JS::RootedValue pollNet(rqNet.cx);
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g_NetClient->GuiPoll(&pollNet);
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return Script::CloneValueFromOtherCompartment(guiInterface, g_NetClient->GetScriptInterface(), pollNet);
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}
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void SendGameSetupMessage(const ScriptInterface& scriptInterface, JS::HandleValue attribs1)
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{
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ENSURE(g_NetClient);
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// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
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ScriptRequest rq(scriptInterface);
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JS::RootedValue attribs(rq.cx, attribs1);
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g_NetClient->SendGameSetupMessage(&attribs, scriptInterface);
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}
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void AssignNetworkPlayer(int playerID, const CStr& guid)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendAssignPlayerMessage(playerID, guid);
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}
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void KickPlayer(const CStrW& playerName, bool ban)
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{
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if (!g_NetClient)
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throw std::logic_error{"g_NetClient is null."};
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g_NetClient->SendKickPlayerMessage(playerName, ban);
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}
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void SendNetworkChat(const ScriptRequest& rq, const CStrW& message, JS::HandleValue handle)
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{
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ENSURE(g_NetClient);
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if (handle.isNullOrUndefined())
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{
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g_NetClient->SendChatMessage(message, std::nullopt);
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return;
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}
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auto receivers = std::make_optional<std::vector<std::string>>();
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if (!Script::FromJSVal(rq, handle, *receivers))
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{
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throw std::invalid_argument{"The second argument to `SendNetworkChat` has to be either an "
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"Array or a nullish value."};
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return;
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}
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g_NetClient->SendChatMessage(message, std::move(receivers));
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}
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void SendNetworkReady(int message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendReadyMessage(message);
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}
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void ClearAllPlayerReady ()
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{
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ENSURE(g_NetClient);
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g_NetClient->SendClearAllReadyMessage();
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}
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void StartNetworkGame(const ScriptInterface& scriptInterface, JS::HandleValue savegame, JS::HandleValue attribs1)
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{
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ENSURE(g_NetClient);
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ScriptRequest rq(scriptInterface);
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JS::RootedValue attribs(rq.cx, attribs1);
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std::string attributesAsString{Script::StringifyJSON(rq, &attribs)};
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if (savegame.isUndefined())
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{
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g_NetClient->SendStartGameMessage(attributesAsString);
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return;
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}
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std::wstring savegameID;
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Script::FromJSVal(rq, savegame, savegameID);
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const std::optional<SavedGames::LoadResult> loadResult{SavedGames::Load(scriptInterface, savegameID)};
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if (loadResult)
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g_NetClient->SendStartSavedGameMessage(attributesAsString, loadResult->savedState);
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else
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{
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throw std::runtime_error{fmt::format("Failed to load the saved game: \"{}\"",
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utf8_from_wstring(savegameID).c_str())};
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}
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}
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void SetTurnLength(int length)
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{
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if (g_NetServer)
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g_NetServer->SetTurnLength(length);
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else
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LOGERROR("Only network host can change turn length");
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}
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void SendNetworkFlare(JS::HandleValue position)
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{
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ENSURE(g_NetClient);
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ScriptRequest rq(g_NetClient->GetScriptInterface());
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ENSURE(position.isObject());
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JS::RootedObject positionObj(rq.cx, &position.toObject());
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JS::RootedValue positionX(rq.cx);
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JS::RootedValue positionY(rq.cx);
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JS::RootedValue positionZ(rq.cx);
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ENSURE(JS_GetProperty(rq.cx, positionObj, "x", &positionX));
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ENSURE(JS_GetProperty(rq.cx, positionObj, "y", &positionY));
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ENSURE(JS_GetProperty(rq.cx, positionObj, "z", &positionZ));
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// (TODO?): Converting the doubles into strings here is a workaround because direct (de)serialisation of floating point numbers is not supported.
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// It causes somewhat awkward message handling, but the resulting efficiency losses are negligible.
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g_NetClient->SendFlareMessage(
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CStr::FromDouble(positionX.toNumber()),
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CStr::FromDouble(positionY.toNumber()),
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CStr::FromDouble(positionZ.toNumber())
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);
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&GetDefaultPort>(rq, "GetDefaultPort");
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ScriptFunction::Register<&IsNetController>(rq, "IsNetController");
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ScriptFunction::Register<&HasNetServer>(rq, "HasNetServer");
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ScriptFunction::Register<&HasNetClient>(rq, "HasNetClient");
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ScriptFunction::Register<&StartNetworkHost>(rq, "StartNetworkHost");
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ScriptFunction::Register<&StartNetworkJoin>(rq, "StartNetworkJoin");
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ScriptFunction::Register<&StartNetworkJoinLobby>(rq, "StartNetworkJoinLobby");
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ScriptFunction::Register<&DisconnectNetworkGame>(rq, "DisconnectNetworkGame");
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ScriptFunction::Register<&GetPlayerGUID>(rq, "GetPlayerGUID");
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ScriptFunction::Register<&PollNetworkClient>(rq, "PollNetworkClient");
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ScriptFunction::Register<&SendGameSetupMessage>(rq, "SendGameSetupMessage");
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ScriptFunction::Register<&AssignNetworkPlayer>(rq, "AssignNetworkPlayer");
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ScriptFunction::Register<&KickPlayer>(rq, "KickPlayer");
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ScriptFunction::Register<&SendNetworkChat>(rq, "SendNetworkChat");
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ScriptFunction::Register<&SendNetworkReady>(rq, "SendNetworkReady");
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ScriptFunction::Register<&ClearAllPlayerReady>(rq, "ClearAllPlayerReady");
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ScriptFunction::Register<&StartNetworkGame>(rq, "StartNetworkGame");
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ScriptFunction::Register<&SetTurnLength>(rq, "SetTurnLength");
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ScriptFunction::Register<&SendNetworkFlare>(rq, "SendNetworkFlare");
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}
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}
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