fix a lot of issues on psogc; add proxy module

- $ann implemented
- concurrency removed; server is now single-threaded, event-driven and much more stable
- rare seed is no longer the game id; ids are sequential from server startup so they weren't random at all before
- supports dropping privileges; now you can run it as root so it can open a sockets on low ports, then it will switch to the given user before serving any traffic
- newserv now behaves like a proxy if you run it with the --proxy-destination=<IP_OR_HOSTNAME> argument; there's also an (invisible) shell in this mode where you can inject commands to the server or client. e.g. it can always be christmas in the lobby if you do `sc DA 01 00 00`
- increased the mtu on PSODolphinConfig's tap0 configuration; this seems to make the connection more stable
- fixed some uninitialized memory bugs
- the shell is now event-driven and now uses libevent too; unfortunately this means readline doesn't work anymore (no history and vim-like shortcuts)
- made network command display consistent for input vs. output (the header appears in both cases now)
- fixed bugs in some subcommand handling (the BB logic was being applied to non-BB clients erroneously, causing most item drops not to work at all)
- fixed player tags in the short lobby data struct. unclear if this was actually a problem but it was inconsistent with other servers
- fixed "unused" field in game join command (actually it appears to be disable_udp and should be 1, not 0)
- cleaned up Server abstraction a bit
- rewrote some text functions; asan was complaining about the built-in ones for some reason
- added an optional welcome message
This commit is contained in:
Martin Michelsen
2020-02-16 15:03:47 -08:00
parent 76c810c1e6
commit 0d4b0b2279
39 changed files with 1487 additions and 975 deletions
+1 -18
View File
@@ -33,9 +33,6 @@ ServerState::ServerState() : run_dns_server(true),
}
void ServerState::add_client_to_available_lobby(shared_ptr<Client> c) {
rw_guard g(this->lobbies_lock, false);
// nonnegative lobby IDs are public, so start at 0
auto it = this->id_to_lobby.lower_bound(0);
for (; it != this->id_to_lobby.end(); it++) {
if (!(it->second->flags & LobbyFlag::Public)) {
@@ -56,8 +53,6 @@ void ServerState::add_client_to_available_lobby(shared_ptr<Client> c) {
}
void ServerState::remove_client_from_lobby(shared_ptr<Client> c) {
rw_guard g(this->lobbies_lock, false);
auto l = this->id_to_lobby.at(c->lobby_id);
l->remove_client(c);
send_player_leave_notification(l, c->lobby_client_id);
@@ -86,7 +81,6 @@ void ServerState::change_client_lobby(shared_ptr<Client> c, shared_ptr<Lobby> ne
void ServerState::send_lobby_join_notifications(shared_ptr<Lobby> l,
shared_ptr<Client> joining_client) {
rw_guard g2(l->lock, false);
for (auto& other_client : l->clients) {
if (!other_client) {
continue;
@@ -99,12 +93,10 @@ void ServerState::send_lobby_join_notifications(shared_ptr<Lobby> l,
}
shared_ptr<Lobby> ServerState::find_lobby(uint32_t lobby_id) {
rw_guard g(this->lobbies_lock, false);
return this->id_to_lobby.at(lobby_id);
}
vector<shared_ptr<Lobby>> ServerState::all_lobbies() {
rw_guard g(this->lobbies_lock, false);
vector<shared_ptr<Lobby>> ret;
for (auto& it : this->id_to_lobby) {
ret.emplace_back(it.second);
@@ -114,23 +106,14 @@ vector<shared_ptr<Lobby>> ServerState::all_lobbies() {
void ServerState::add_lobby(shared_ptr<Lobby> l) {
l->lobby_id = this->next_lobby_id++;
rw_guard g(this->lobbies_lock, true);
if (this->id_to_lobby.count(l->lobby_id)) {
throw logic_error("lobby already exists with the given id");
}
log(INFO, "creating lobby %" PRId64, l->lobby_id);
this->id_to_lobby.emplace(l->lobby_id, l);
}
void ServerState::remove_lobby(uint32_t lobby_id) {
rw_guard g(this->lobbies_lock, true);
auto it = this->id_to_lobby.find(lobby_id);
if (it == this->id_to_lobby.end()) {
return;
}
this->id_to_lobby.erase(it);
this->id_to_lobby.erase(lobby_id);
}
shared_ptr<Client> ServerState::find_client(const char16_t* identifier,