Files
psopeeps-newserv/src/Client.cc
T
2023-12-04 12:38:26 -08:00

340 lines
11 KiB
C++

#include "Client.hh"
#include <errno.h>
#include <event2/buffer.h>
#include <event2/bufferevent.h>
#include <event2/event.h>
#include <string.h>
#include <unistd.h>
#include <atomic>
#include <phosg/Network.hh>
#include <phosg/Time.hh>
#include "Loggers.hh"
#include "Server.hh"
#include "Version.hh"
using namespace std;
const uint64_t CLIENT_CONFIG_MAGIC = 0x8399AC32;
static atomic<uint64_t> next_id(1);
void Client::Config::set_flags_for_version(Version version, int64_t sub_version) {
this->set_flag(Flag::PROXY_CHAT_COMMANDS_ENABLED);
this->set_flag(Flag::PROXY_CHAT_FILTER_ENABLED);
switch (sub_version) {
case -1: // Initial check (before sub_version recognition)
switch (version) {
case Version::PC_PATCH:
case Version::BB_PATCH:
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::NO_SEND_FUNCTION_CALL);
break;
case Version::DC_NTE:
case Version::DC_V1_11_2000_PROTOTYPE:
case Version::DC_V1:
case Version::DC_V2:
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case Version::PC_V2:
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::SEND_FUNCTION_CALL_CHECKSUM_ONLY);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case Version::GC_NTE:
case Version::GC_V3:
case Version::GC_EP3_TRIAL_EDITION:
case Version::GC_EP3:
break;
case Version::XB_V3:
// TODO: Do all versions of XB need this flag? US does, at least.
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case Version::BB_V4:
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::SAVE_ENABLED);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
default:
throw logic_error("invalid game version");
}
break;
case 0x20: // DCNTE, possibly also DCv1 JP
case 0x21: // DCv1 US
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::NO_SEND_FUNCTION_CALL);
// In the case of DCNTE, the IS_DC_TRIAL_EDITION flag is already set when
// we get here
break;
case 0x23: // DCv1 EU
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::NO_SEND_FUNCTION_CALL);
break;
case 0x25: // DCv2 JP
case 0x26: // DCv2 US
case 0x28: // DCv2 EU
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case 0x29: // PC
this->set_flag(Flag::NO_D6);
this->set_flag(Flag::SEND_FUNCTION_CALL_CHECKSUM_ONLY);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case 0x30: // GC Ep1&2 GameJam demo, GC Ep1&2 Trial Edition, GC Ep1&2 JP v1.02, at least one version of XB
case 0x31: // GC Ep1&2 US v1.00, GC US v1.01, XB US
case 0x34: // GC Ep1&2 JP v1.03
// In the case of GC Trial Edition, the IS_GC_TRIAL_EDITION flag is
// already set when we get here (because the client has used V2 encryption
// instead of V3)
break;
case 0x32: // GC Ep1&2 EU 50Hz
case 0x33: // GC Ep1&2 EU 60Hz
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
break;
case 0x35: // GC Ep1&2 JP v1.04 (Plus)
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::ENCRYPTED_SEND_FUNCTION_CALL);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case 0x36: // GC Ep1&2 US v1.02 (Plus)
case 0x39: // GC Ep1&2 JP v1.05 (Plus)
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::NO_SEND_FUNCTION_CALL);
break;
case 0x40: // GC Ep3 JP and Trial Edition
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::ENCRYPTED_SEND_FUNCTION_CALL);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
// sub_version can't be used to tell JP final and Trial Edition apart; we
// instead look at header.flag in the 61 command and set the
// IS_EP3_TRIAL_EDITION flag there.
break;
case 0x41: // GC Ep3 US
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::USE_OVERFLOW_FOR_SEND_FUNCTION_CALL);
this->set_flag(Flag::SEND_FUNCTION_CALL_NO_CACHE_PATCH);
break;
case 0x42: // GC Ep3 EU 50Hz
case 0x43: // GC Ep3 EU 60Hz
this->set_flag(Flag::NO_D6_AFTER_LOBBY);
this->set_flag(Flag::NO_SEND_FUNCTION_CALL);
break;
default:
throw runtime_error(string_printf("unknown sub_version %" PRIX64, sub_version));
}
}
Client::Client(
shared_ptr<Server> server,
struct bufferevent* bev,
Version version,
ServerBehavior server_behavior)
: server(server),
id(next_id++),
log(string_printf("[C-%" PRIX64 "] ", this->id), client_log.min_level),
channel(bev, version, 1, nullptr, nullptr, this, string_printf("C-%" PRIX64, this->id), TerminalFormat::FG_YELLOW, TerminalFormat::FG_GREEN),
server_behavior(server_behavior),
should_disconnect(false),
should_send_to_lobby_server(false),
should_send_to_proxy_server(false),
bb_connection_phase(0xFF),
ping_start_time(0),
sub_version(-1),
x(0.0f),
z(0.0f),
floor(0),
lobby_client_id(0),
lobby_arrow_color(0),
preferred_lobby_id(-1),
game_data(server->get_state()->player_files_manager),
save_game_data_event(
event_new(
bufferevent_get_base(bev), -1, EV_TIMEOUT | EV_PERSIST,
&Client::dispatch_save_game_data, this),
event_free),
send_ping_event(
event_new(
bufferevent_get_base(bev), -1, EV_TIMEOUT,
&Client::dispatch_send_ping, this),
event_free),
idle_timeout_event(
event_new(
bufferevent_get_base(bev), -1, EV_TIMEOUT,
&Client::dispatch_idle_timeout, this),
event_free),
card_battle_table_number(-1),
card_battle_table_seat_number(0),
card_battle_table_seat_state(0),
next_exp_value(0),
can_chat(true),
pending_bb_save_character_index(0),
dol_base_addr(0) {
this->config.set_flags_for_version(version, -1);
this->config.specific_version = default_specific_version_for_version(version, -1);
this->last_switch_enabled_command.header.subcommand = 0;
memset(&this->next_connection_addr, 0, sizeof(this->next_connection_addr));
this->reschedule_save_game_data_event();
this->reschedule_ping_and_timeout_events();
// Don't print data sent to patch clients to the logs. The patch server
// protocol is fully understood and data logs for patch clients are generally
// more annoying than helpful at this point.
if ((this->channel.version == Version::PC_PATCH) || (this->channel.version == Version::BB_PATCH)) {
this->channel.terminal_recv_color = TerminalFormat::END;
this->channel.terminal_send_color = TerminalFormat::END;
}
this->log.info("Created");
}
Client::~Client() {
if (!this->disconnect_hooks.empty()) {
this->log.warning("Disconnect hooks pending at client destruction time:");
for (const auto& it : this->disconnect_hooks) {
this->log.warning(" %s", it.first.c_str());
}
}
this->log.info("Deleted");
}
void Client::reschedule_save_game_data_event() {
if (this->version() == Version::BB_V4) {
struct timeval tv = usecs_to_timeval(60000000); // 1 minute
event_add(this->save_game_data_event.get(), &tv);
}
}
void Client::reschedule_ping_and_timeout_events() {
struct timeval ping_tv = usecs_to_timeval(30000000); // 30 seconds
event_add(this->send_ping_event.get(), &ping_tv);
struct timeval idle_tv = usecs_to_timeval(60000000); // 1 minute
event_add(this->idle_timeout_event.get(), &idle_tv);
}
void Client::set_license(shared_ptr<License> l) {
this->license = l;
this->game_data.guild_card_number = this->license->serial_number;
if (this->version() == Version::BB_V4) {
this->game_data.bb_username = this->license->bb_username;
}
}
shared_ptr<ServerState> Client::require_server_state() const {
auto server = this->server.lock();
if (!server) {
throw logic_error("server is deleted");
}
return server->get_state();
}
shared_ptr<Lobby> Client::require_lobby() const {
auto l = this->lobby.lock();
if (!l) {
throw runtime_error("client not in any lobby");
}
return l;
}
shared_ptr<const TeamIndex::Team> Client::team() {
if (!this->license) {
throw logic_error("Client::team called on client with no license");
}
if (this->license->bb_team_id == 0) {
return nullptr;
}
auto p = this->game_data.character(false);
auto s = this->require_server_state();
auto team = s->team_index->get_by_id(this->license->bb_team_id);
if (!team) {
this->log.info("License contains a team ID, but the team does not exist; clearing team ID from license");
this->license->bb_team_id = 0;
this->license->save();
return nullptr;
}
auto member_it = team->members.find(this->license->serial_number);
if (member_it == team->members.end()) {
this->log.info("License contains a team ID, but the team does not contain this member; clearing team ID from license");
this->license->bb_team_id = 0;
this->license->save();
return nullptr;
}
// The team membership is valid, but the player name may be different; update
// the team membership if needed
if (p) {
auto& m = member_it->second;
string name = p->disp.name.decode(this->language());
if (m.name != name) {
this->log.info("Updating player name in team config");
s->team_index->update_member_name(this->license->serial_number, name);
}
}
return team;
}
void Client::dispatch_save_game_data(evutil_socket_t, short, void* ctx) {
reinterpret_cast<Client*>(ctx)->save_game_data();
}
void Client::save_game_data() {
if (this->version() != Version::BB_V4) {
throw logic_error("save_game_data called for non-BB client");
}
if (this->game_data.character(false)) {
this->game_data.save_character_file();
}
}
void Client::dispatch_send_ping(evutil_socket_t, short, void* ctx) {
reinterpret_cast<Client*>(ctx)->send_ping();
}
void Client::send_ping() {
if (!is_patch(this->version())) {
this->log.info("Sending ping command");
// The game doesn't use this timestamp; we only use it for debugging purposes
be_uint64_t timestamp = now();
try {
this->channel.send(0x1D, 0x00, &timestamp, sizeof(be_uint64_t));
} catch (const exception& e) {
this->log.info("Failed to send ping: %s", e.what());
}
}
}
void Client::dispatch_idle_timeout(evutil_socket_t, short, void* ctx) {
reinterpret_cast<Client*>(ctx)->idle_timeout();
}
void Client::idle_timeout() {
this->log.info("Idle timeout expired");
auto s = this->server.lock();
if (s) {
auto c = this->shared_from_this();
s->disconnect_client(c);
} else {
this->log.info("Server is deleted; cannot disconnect client");
}
}
void Client::suspend_timeouts() {
event_del(this->send_ping_event.get());
event_del(this->idle_timeout_event.get());
this->log.info("Timeouts suspended");
}