0ad/source/network/NetSession.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

220 lines
5.6 KiB
C++

/* Copyright (C) 2020 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 NETSESSION_H
#define NETSESSION_H
#include "lib/external_libraries/enet.h"
#include "network/fsm.h"
#include "network/NetFileTransfer.h"
#include "network/NetHost.h"
#include "ps/CStr.h"
#include <boost/lockfree/queue.hpp>
#include <atomic>
/**
* Report the peer if we didn't receive a packet after this time (milliseconds).
*/
inline constexpr u32 NETWORK_WARNING_TIMEOUT = 2000;
class CNetClient;
class CNetServerWorker;
class CNetStatsTable;
typedef struct _ENetHost ENetHost;
/**
* @file
* Network client/server sessions.
*
* Each session has two classes: CNetClientSession runs on the client,
* and CNetServerSession runs on the server.
* A client runs one session at once; a server typically runs many.
*/
/**
* Interface for sessions to which messages can be sent.
*/
class INetSession
{
public:
virtual ~INetSession() {}
virtual bool SendMessage(const CNetMessage* message) = 0;
};
/**
* The client end of a network session.
* Provides an abstraction of the network interface, allowing communication with the server.
* The NetClientSession is threaded, so all calls to the public interface must be thread-safe.
*/
class CNetClientSession : public INetSession
{
NONCOPYABLE(CNetClientSession);
public:
CNetClientSession(CNetClient& client);
~CNetClientSession();
bool Connect(const CStr& server, const u16 port, ENetHost* enetClient);
/**
* The client NetSession is threaded to avoid getting timeouts if the main thread hangs.
* Call Connect() before starting this loop.
*/
static void RunNetLoop(CNetClientSession* session);
/**
* Shut down the net session.
*/
void Shutdown();
/**
* Processes pending messages.
*/
void ProcessPolledMessages();
/**
* Queue up a message to send to the server on the next Loop() call.
*/
virtual bool SendMessage(const CNetMessage* message) override;
/**
* Number of milliseconds since the most recent packet of the server was received.
*/
u32 GetLastReceivedTime() const;
/**
* Average round trip time to the server.
*/
u32 GetMeanRTT() const;
CNetFileTransferer& GetFileTransferer() { return m_FileTransferer; }
private:
/**
* Process queued incoming messages.
*/
void Poll();
/**
* Flush queued outgoing network messages.
*/
void Flush();
CNetClient& m_Client;
CNetFileTransferer m_FileTransferer;
// Net messages received and waiting for fetching.
boost::lockfree::queue<ENetEvent> m_IncomingMessages;
// Net messages to send on the next flush() call.
boost::lockfree::queue<ENetPacket*> m_OutgoingMessages;
// Last know state. If false, flushing errors are silenced.
bool m_Connected = false;
// Wrapper around enet stats - those are atomic as the code is lock-free.
std::atomic<u32> m_LastReceivedTime;
std::atomic<u32> m_MeanRTT;
// If this is true, calling Connect() or deleting the session is an error.
std::atomic<bool> m_LoopRunning;
std::atomic<bool> m_ShouldShutdown;
ENetHost* m_Host;
ENetPeer* m_Server;
CNetStatsTable* m_Stats;
};
/**
* The server's end of a network session.
* Represents an abstraction of the state of the client, storing all the per-client data
* needed by the server.
*
* Thread-safety:
* - This is constructed and used by CNetServerWorker in the network server thread.
*/
class CNetServerSession : public CFsm, public INetSession
{
NONCOPYABLE(CNetServerSession);
public:
CNetServerSession(CNetServerWorker& server, ENetPeer* peer);
CNetServerWorker& GetServer() { return m_Server; }
const CStr& GetGUID() const { return m_GUID; }
void SetGUID(const CStr& guid) { m_GUID = guid; }
const CStrW& GetUserName() const { return m_UserName; }
void SetUserName(const CStrW& name) { m_UserName = name; }
u32 GetHostID() const { return m_HostID; }
void SetHostID(u32 id) { m_HostID = id; }
u32 GetIPAddress() const;
/**
* Number of milliseconds since the latest packet of that client was received.
*/
u32 GetLastReceivedTime() const;
/**
* Average round trip time to the client.
*/
u32 GetMeanRTT() const;
/**
* Sends a disconnection notification to the client,
* and sends a NMT_CONNECTION_LOST message to the session FSM.
* The server will receive a disconnection notification after a while.
* The server will not receive any further messages sent via this session.
*/
void Disconnect(NetDisconnectReason reason);
/**
* Sends an unreliable disconnection notification to the client.
* The server will not receive any disconnection notification.
* The server will not receive any further messages sent via this session.
*/
void DisconnectNow(NetDisconnectReason reason);
/**
* Send a message to the client.
*/
virtual bool SendMessage(const CNetMessage* message);
CNetFileTransferer& GetFileTransferer() { return m_FileTransferer; }
private:
CNetServerWorker& m_Server;
CNetFileTransferer m_FileTransferer;
ENetPeer* m_Peer;
CStr m_GUID;
CStrW m_UserName;
u32 m_HostID;
CStr m_Password;
};
#endif // NETSESSION_H