0d4b0b2279
- $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
83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
#pragma once
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#include <netinet/in.h>
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#include <memory>
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#include <phosg/Concurrency.hh>
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#include "License.hh"
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#include "Player.hh"
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#include "PSOEncryption.hh"
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enum class ServerBehavior {
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SplitReconnect = 0,
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LoginServer,
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LobbyServer,
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DataServerBB,
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PatchServer,
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};
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struct ClientConfig {
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uint32_t magic; // must be set to 0x48615467
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uint8_t bb_game_state; // status of client connecting on BB
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uint8_t bb_player_index; // selected char
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uint16_t flags; // just in case we lose them somehow between connections
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uint16_t ports[4]; // used by shipgate clients
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uint32_t unused[4];
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};
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struct ClientConfigBB {
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ClientConfig cfg;
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uint32_t unused[2];
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};
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struct Client {
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// license & account
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std::shared_ptr<const License> license;
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char16_t name[0x20];
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ClientConfigBB config;
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GameVersion version;
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uint16_t flags;
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// encryption
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std::unique_ptr<PSOEncryption> crypt_in;
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std::unique_ptr<PSOEncryption> crypt_out;
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// network
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struct sockaddr_storage local_addr;
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struct sockaddr_storage remote_addr;
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struct bufferevent* bev;
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struct sockaddr_storage next_connection_addr;
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ServerBehavior server_behavior;
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bool should_disconnect;
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std::string recv_buffer;
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// timing & menus
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uint64_t play_time_begin; // time of connection (used for incrementing play time on BB)
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uint64_t last_recv_time; // time of last data received
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uint64_t last_send_time; // time of last data sent
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// lobby/positioning
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uint32_t area; // which area is the client in?
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uint32_t lobby_id; // which lobby is this person in?
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uint8_t lobby_client_id; // which client number is this person?
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uint8_t lobby_arrow_color; // lobby arrow color ID
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Player player;
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// miscellaneous (used by chat commands)
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uint32_t next_exp_value; // next EXP value to give
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bool infinite_hp; // cheats enabled
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bool infinite_tp; // cheats enabled
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bool can_chat;
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std::string pending_bb_save_username;
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uint8_t pending_bb_save_player_index;
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Client(struct bufferevent* bev, GameVersion version,
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ServerBehavior server_behavior);
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// adds data to the client's output buffer, encrypting it first
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bool send(std::string&& data);
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};
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