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This allows joining a lobby game hosted on the same network (behind the same NAT gateway). This is relatively primitive to keep things simple: if the server and the client have the same public IP, it is assumed that they are on the same network and the client instead requests the local IP. Differential Revision: https://code.wildfiregames.com/D3944 This was SVN commit r25448.
311 lines
9.3 KiB
C++
311 lines
9.3 KiB
C++
/* Copyright (C) 2021 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/external_libraries/enet.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/types.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 "network/StunClient.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/GUID.h"
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#include "ps/Util.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/StructuredClone.h"
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#include "scriptinterface/JSON.h"
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#include "third_party/encryption/pkcs5_pbkdf2.h"
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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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CStr HashPassword(const CStr& password)
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{
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if (password.empty())
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return password;
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ENSURE(sodium_init() >= 0);
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const int DIGESTSIZE = crypto_hash_sha256_BYTES;
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constexpr int ITERATIONS = 1737;
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cassert(DIGESTSIZE == 32);
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static const unsigned char salt_base[DIGESTSIZE] = {
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244, 243, 249, 244, 32, 33, 19, 35, 16, 11, 12, 13, 14, 15, 16, 17,
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18, 19, 20, 32, 33, 244, 224, 127, 129, 130, 140, 153, 88, 123, 234, 123 };
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// initialize the salt buffer
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unsigned char salt_buffer[DIGESTSIZE] = { 0 };
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crypto_hash_sha256_state state;
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crypto_hash_sha256_init(&state);
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crypto_hash_sha256_update(&state, salt_base, sizeof(salt_base));
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crypto_hash_sha256_final(&state, salt_buffer);
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// PBKDF2 to create the buffer
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unsigned char encrypted[DIGESTSIZE];
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pbkdf2(encrypted, (unsigned char*)password.c_str(), password.length(), salt_buffer, DIGESTSIZE, ITERATIONS);
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return CStr(Hexify(encrypted, DIGESTSIZE)).UpperCase();
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}
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void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u16 serverPort, bool useSTUN, const CStr& password)
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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(hasLobby);
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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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// In either case we need to know our public IP. If using STUN, we'll use that,
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// otherwise, the lobby's reponse to the game registration stanza will tell us our public IP.
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if (hasLobby)
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{
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CStr ip;
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if (!useSTUN)
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// Don't store IP - the lobby bot will send it later.
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// (if a client tries to connect before it's setup, they'll be disconnected)
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g_NetServer->SetConnectionData("", serverPort, false);
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else
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{
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u16 port = serverPort;
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// This is using port variable to store return value, do not pass serverPort itself.
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if (!StunClient::FindStunEndpointHost(ip, port))
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{
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ScriptException::Raise(rq, "Failed to host via STUN.");
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SAFE_DELETE(g_NetServer);
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return;
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}
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g_NetServer->SetConnectionData(ip, port, true);
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}
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}
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if (!g_NetServer->SetupConnection(serverPort))
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{
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ScriptException::Raise(rq, "Failed to start server");
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SAFE_DELETE(g_NetServer);
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return;
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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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// We will get hashed password from clients, so hash it once for server
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CStr hashedPass = HashPassword(password);
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g_NetServer->SetPassword(hashedPass);
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g_NetServer->SetControllerSecret(secret);
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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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if (hasLobby)
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g_NetClient->SetHostJID(g_XmppClient->GetJID());
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g_NetClient->SetGamePassword(hashedPass);
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g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
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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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ScriptException::Raise(rq, "Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void StartNetworkJoin(const ScriptRequest& rq, const CStrW& playerName, const CStr& serverAddress, u16 serverPort)
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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(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->SetupServerData(serverAddress, serverPort, false);
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if (!g_NetClient->SetupConnection(nullptr))
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{
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ScriptException::Raise(rq, "Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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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 = HashPassword(password);
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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_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str(), false);
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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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ENSURE(g_NetClient);
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g_NetClient->SendKickPlayerMessage(playerName, ban);
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}
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void SendNetworkChat(const CStrW& message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendChatMessage(message);
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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 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->SendStartGameMessage(Script::StringifyJSON(rq, &attribs));
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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 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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}
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}
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