Files
psopeeps-newserv/Lobby.cc
T
Martin Michelsen 0d4b0b2279 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
2020-02-16 21:42:29 -08:00

190 lines
4.9 KiB
C++

#include "Lobby.hh"
#include <string.h>
#include <phosg/Random.hh>
#include "SendCommands.hh"
#include "Text.hh"
using namespace std;
Lobby::Lobby() : lobby_id(0), min_level(0), max_level(0xFFFFFFFF),
next_game_item_id(0), version(GameVersion::GC), section_id(0), episode(1),
difficulty(0), mode(0), rare_seed(random_object<uint32_t>()), event(0),
block(0), type(0), leader_id(0), max_clients(12), flags(0),
loading_quest_id(0) {
for (size_t x = 0; x < 12; x++) {
this->next_item_id[x] = 0;
}
memset(&this->next_drop_item, 0, sizeof(this->next_drop_item));
memset(this->variations, 0, 0x20 * sizeof(this->variations[0]));
memset(this->password, 0, 36 * sizeof(this->password[0]));
memset(this->name, 0, 36 * sizeof(this->name[0]));
}
bool Lobby::is_game() const {
return this->flags & LobbyFlag::IsGame;
}
void Lobby::reassign_leader_on_client_departure(size_t leaving_client_index) {
for (size_t x = 0; x < this->max_clients; x++) {
if (x == leaving_client_index) {
continue;
}
if (this->clients[x].get()) {
this->leader_id = x;
return;
}
}
this->leader_id = 0;
}
bool Lobby::any_client_loading() const {
for (size_t x = 0; x < this->max_clients; x++) {
if (!this->clients[x].get()) {
continue;
}
if (this->clients[x]->flags & ClientFlag::Loading) {
return true;
}
}
return false;
}
size_t Lobby::count_clients() const {
size_t ret = 0;
for (size_t x = 0; x < this->max_clients; x++) {
if (this->clients[x].get()) {
ret++;
}
}
return ret;
}
void Lobby::add_client(shared_ptr<Client> c) {
ssize_t index;
for (index = 0; index < max_clients; index++) {
if (!this->clients[index].get()) {
this->clients[index] = c;
break;
}
}
if (index >= max_clients) {
throw out_of_range("no space left in lobby");
}
c->lobby_client_id = index;
c->lobby_id = this->lobby_id;
// if there's no one else in the lobby, set the leader id as well
if (index == 0) {
for (index = 1; index < max_clients; index++) {
if (this->clients[index].get()) {
break;
}
}
if (index >= max_clients) {
this->leader_id = c->lobby_client_id;
}
}
}
void Lobby::remove_client(shared_ptr<Client> c) {
if (this->clients[c->lobby_client_id] != c) {
auto other_c = this->clients[c->lobby_client_id].get();
throw logic_error(string_printf(
"client\'s lobby client id (%hhu) does not match client list (%hhu)",
c->lobby_client_id, other_c ? other_c->lobby_client_id : 0xFF));
}
this->clients[c->lobby_client_id] = NULL;
// unassign the client's lobby if it matches the current lobby's id (it may
// not match if the client was already added to another lobby - this can
// happen during the lobby change procedure)
if (c->lobby_id == this->lobby_id) {
c->lobby_id = 0;
}
this->reassign_leader_on_client_departure(c->lobby_client_id);
}
void Lobby::move_client_to_lobby(shared_ptr<Lobby> dest_lobby,
shared_ptr<Client> c) {
if (dest_lobby.get() == this) {
return;
}
if (dest_lobby->count_clients() >= dest_lobby->max_clients) {
throw out_of_range("no space left in lobby");
}
this->remove_client(c);
dest_lobby->add_client(c);
}
shared_ptr<Client> Lobby::find_client(const char16_t* identifier,
uint64_t serial_number) {
for (size_t x = 0; x < this->max_clients; x++) {
if (!this->clients[x]) {
continue;
}
if (serial_number && this->clients[x]->license &&
(this->clients[x]->license->serial_number == serial_number)) {
return this->clients[x];
}
if (identifier && !char16cmp(this->clients[x]->player.disp.name, identifier, 0x10)) {
return this->clients[x];
}
}
throw out_of_range("client not found");
}
uint8_t Lobby::game_event_for_lobby_event(uint8_t lobby_event) {
if (lobby_event > 7) {
return 0;
}
if (lobby_event == 7) {
return 2;
}
if (lobby_event == 2) {
return 0;
}
return lobby_event;
}
void Lobby::add_item(const PlayerInventoryItem& item) {
this->item_id_to_floor_item.emplace(item.data.item_id, item);
}
void Lobby::remove_item(uint32_t item_id, PlayerInventoryItem* item) {
auto item_it = this->item_id_to_floor_item.find(item_id);
if (item_it == this->item_id_to_floor_item.end()) {
throw out_of_range("item not present");
}
*item = move(item_it->second);
this->item_id_to_floor_item.erase(item_it);
}
uint32_t Lobby::generate_item_id(uint32_t client_id) {
if (client_id < this->max_clients) {
return this->next_item_id[client_id]++;
}
return this->next_game_item_id++;
}
void Lobby::assign_item_ids_for_player(uint32_t client_id, PlayerInventory& inv) {
for (size_t x = 0; x < inv.num_items; x++) {
inv.items[x].data.item_id = this->generate_item_id(client_id);
}
}