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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
The elements have to be cloned either way. Now they don't have to be traced when they are in the queue.
350 lines
11 KiB
C++
350 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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const std::string hostJID{hasLobby ? g_XmppClient->GetJID() : ""};
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g_NetClient = new CNetClient(g_Game, playerName, hostJID);
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if (hasLobby)
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{
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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->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, 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, playerName, 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 ScriptRequest& rq)
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{
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if (!g_NetClient)
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return JS::UndefinedValue();
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JS::RootedValue message{rq.cx};
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g_NetClient->GuiPoll(rq, &message);
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return message;
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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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