iw4x-client/src/Components/Modules/Node.cpp
2023-06-21 21:50:41 +02:00

451 lines
9.7 KiB
C++

#include <STDInclude.hpp>
#include <Utils/Compression.hpp>
#include <Utils/InfoString.hpp>
#include <proto/node.pb.h>
#include "Node.hpp"
#include "ServerList.hpp"
#include "Session.hpp"
namespace Components
{
std::recursive_mutex Node::Mutex;
std::vector<Node::Entry> Node::Nodes;
bool Node::WasIngame = false;
const Game::dvar_t* Node::net_natFix;
bool Node::Entry::isValid() const
{
return (this->lastResponse.has_value() && !this->lastResponse->elapsed(NODE_HALFLIFE * 2));
}
bool Node::Entry::isDead() const
{
if (!this->lastResponse.has_value())
{
if (this->lastRequest.has_value() && this->lastRequest->elapsed(NODE_HALFLIFE))
{
return true;
}
}
else if (this->lastResponse->elapsed(NODE_HALFLIFE * 2) && this->lastRequest.has_value() && this->lastRequest->after(*this->lastResponse))
{
return true;
}
return false;
}
bool Node::Entry::requiresRequest() const
{
return (!this->isDead() && (!this->lastRequest.has_value() || this->lastRequest->elapsed(NODE_HALFLIFE)));
}
void Node::Entry::sendRequest()
{
if (!this->lastRequest.has_value()) this->lastRequest.emplace(Utils::Time::Point());
this->lastRequest->update();
Session::Send(this->address, "nodeListRequest");
SendList(this->address);
#ifdef NODE_SYSTEM_DEBUG
Logger::Debug("Sent request to {}", this->address.getString());
#endif
}
void Node::Entry::reset()
{
this->lastRequest.reset();
}
void Node::LoadNodePreset()
{
Proto::Node::List list;
FileSystem::File defaultNodes("nodes_default.dat");
if (!defaultNodes.exists() || !list.ParseFromString(Utils::Compression::ZLib::Decompress(defaultNodes.getBuffer()))) return;
for (auto i = 0; i < list.nodes_size(); ++i)
{
const auto& addr = list.nodes(i);
if (addr.size() == sizeof(sockaddr))
{
Add(reinterpret_cast<sockaddr*>(const_cast<char*>(addr.data())));
}
}
}
void Node::LoadNodes()
{
std::string data;
if (!Utils::IO::ReadFile("players/nodes.json", &data) || data.empty())
{
return;
}
nlohmann::json nodes;
try
{
nodes = nlohmann::json::parse(data);
}
catch (const std::exception& ex)
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "JSON Parse Error: {}\n", ex.what());
return;
}
if (!nodes.contains("nodes"))
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "nodes.json contains invalid data\n");
return;
}
const auto& list = nodes["nodes"];
if (!list.is_array())
{
return;
}
const nlohmann::json::array_t arr = list;
Logger::Print("Parsing {} nodes from nodes.json\n", arr.size());
for (const auto& entry : arr)
{
if (entry.is_string())
{
Network::Address address(entry.get<std::string>());
Add(address);
}
}
}
void Node::StoreNodes(bool force)
{
if (Dedicated::IsEnabled() && Dedicated::SVLanOnly.get<bool>()) return;
std::vector<std::string> nodes;
static Utils::Time::Interval interval;
if (!force && !interval.elapsed(1min)) return;
interval.update();
Mutex.lock();
for (auto& node : Nodes)
{
if (node.isValid() || force)
{
const auto address = node.address.getString();
nodes.emplace_back(address);
}
}
Mutex.unlock();
nlohmann::json out;
out["nodes"] = nodes;
Utils::IO::WriteFile("players/nodes.json", out.dump());
}
void Node::Add(const Network::Address& address)
{
#ifndef DEBUG
if (address.isLocal() || address.isSelf()) return;
#endif
if (!address.isValid()) return;
std::lock_guard _(Mutex);
for (auto& session : Nodes)
{
if (session.address == address) return;
}
Entry node;
node.address = address;
Nodes.push_back(node);
}
std::vector<Node::Entry> Node::GetNodes()
{
std::lock_guard _(Mutex);
return Nodes;
}
void Node::RunFrame()
{
if (Dedicated::IsEnabled() && Dedicated::SVLanOnly.get<bool>()) return;
if (!Dedicated::IsEnabled())
{
if (ServerList::UseMasterServer) return; // don't run node frame if master server is active
if (Game::CL_GetLocalClientConnectionState(0) != Game::CA_DISCONNECTED)
{
WasIngame = true;
return; // don't run while in-game because it can still cause lag spikes on lower end PCs
}
}
if (WasIngame) // our last frame we were in-game and now we aren't so touch all nodes
{
for (auto& entry : Nodes)
{
// clearing the last request and response times makes the
// dispatcher think its a new node and will force a refresh
entry.lastRequest.reset();
entry.lastResponse.reset();
}
WasIngame = false;
}
static Utils::Time::Interval frameLimit;
const auto interval = 1000 / ServerList::NETServerFrames.get<int>();
if (!frameLimit.elapsed(std::chrono::milliseconds(interval))) return;
frameLimit.update();
std::lock_guard _(Mutex);
int sentRequests = 0;
for (auto i = Nodes.begin(); i != Nodes.end();)
{
if (i->isDead())
{
i = Nodes.erase(i);
continue;
}
if (sentRequests < ServerList::NETServerQueryLimit.get<int>() && i->requiresRequest())
{
++sentRequests;
i->sendRequest();
}
++i;
}
}
void Node::Synchronize()
{
std::lock_guard _(Mutex);
for (auto& node : Nodes)
{
{
node.reset();
}
}
}
void Node::HandleResponse(const Network::Address& address, const std::string& data)
{
Proto::Node::List list;
if (!list.ParseFromString(data)) return;
#ifdef NODE_SYSTEM_DEBUG
Logger::Debug("Received response from {}", address.getString());
#endif
std::lock_guard _(Mutex);
for (int i = 0; i < list.nodes_size(); ++i)
{
const std::string& addr = list.nodes(i);
if (addr.size() == sizeof(sockaddr))
{
Add(reinterpret_cast<sockaddr*>(const_cast<char*>(addr.data())));
}
}
if (list.isnode() && (!list.port() || list.port() == address.getPort()))
{
if (!Dedicated::IsEnabled() && ServerList::IsOnlineList() && !ServerList::UseMasterServer && list.protocol() == PROTOCOL)
{
#ifdef NODE_SYSTEM_DEBUG
Logger::Debug("Inserting {} into the serverlist", address.getString());
#endif
ServerList::InsertRequest(address);
}
else
{
#ifdef NODE_SYSTEM_DEBUG
Logger::Debug("Dropping serverlist insertion for {}", address.getString());
#endif
}
for (auto& node : Nodes)
{
if (address == node.address)
{
if (!node.lastResponse.has_value()) node.lastResponse.emplace(Utils::Time::Point());
node.lastResponse->update();
node.data.protocol = list.protocol();
return;
}
}
Entry entry;
entry.address = address;
entry.data.protocol = list.protocol();
entry.lastResponse.emplace(Utils::Time::Point());
Nodes.push_back(entry);
}
}
void Node::SendList(const Network::Address& address)
{
std::lock_guard _(Mutex);
// need to keep the message size below 1404 bytes else recipient will just drop it
std::vector<std::string> nodeListReponseMessages;
for (std::size_t curNode = 0; curNode < Nodes.size();)
{
Proto::Node::List list;
list.set_isnode(Dedicated::IsEnabled());
list.set_protocol(PROTOCOL);
list.set_port(GetPort());
for (std::size_t i = 0; i < NODE_MAX_NODES_TO_SEND;)
{
if (curNode >= Nodes.size())
{
break;
}
auto& node = Nodes.at(curNode++);
if (node.isValid())
{
auto* str = list.add_nodes();
sockaddr addr = node.address.getSockAddr();
str->append(reinterpret_cast<char*>(&addr), sizeof(addr));
i++;
}
}
nodeListReponseMessages.push_back(list.SerializeAsString());
}
auto i = 0;
for (const auto& nodeListData : nodeListReponseMessages)
{
Scheduler::Once([=]
{
#ifdef NODE_SYSTEM_DEBUG
Logger::Debug("Sending {} nodeListResponse length to {}\n", nodeListData.length(), address.getCString());
#endif
Session::Send(address, "nodeListResponse", nodeListData);
}, Scheduler::Pipeline::MAIN, NODE_SEND_RATE * i++);
}
}
std::uint16_t Node::GetPort()
{
if (net_natFix->current.enabled) return 0;
return Network::GetPort();
}
void Node::Migrate()
{
Proto::Node::List list;
std::string nodes;
if (!Utils::IO::ReadFile("players/nodes.dat", &nodes) || nodes.empty())
{
return;
}
if (!list.ParseFromString(Utils::Compression::ZLib::Decompress(nodes)))
{
return;
}
std::vector<std::string> data;
for (auto i = 0; i < list.nodes_size(); ++i)
{
const std::string& addr = list.nodes(i);
if (addr.size() == sizeof(sockaddr))
{
Network::Address address(reinterpret_cast<sockaddr*>(const_cast<char*>(addr.data())));
data.emplace_back(address.getString());
}
}
nlohmann::json out;
out["nodes"] = data;
if (!Utils::IO::FileExists("players/nodes.json"))
{
Utils::IO::WriteFile("players/nodes.json", out.dump());
}
Utils::IO::RemoveFile("players/nodes.dat");
}
Node::Node()
{
net_natFix = Game::Dvar_RegisterBool("net_natFix", false, 0, "Fix node registration for certain firewalls/routers");
Scheduler::Loop([]
{
StoreNodes(false);
}, Scheduler::Pipeline::ASYNC, 5min);
Scheduler::Loop(RunFrame, Scheduler::Pipeline::MAIN);
Session::Handle("nodeListResponse", HandleResponse);
Session::Handle("nodeListRequest", [](const Network::Address& address, [[maybe_unused]] const std::string& data)
{
SendList(address);
});
Scheduler::OnGameInitialized([]
{
Migrate();
LoadNodePreset();
LoadNodes();
}, Scheduler::Pipeline::MAIN);
Command::Add("listNodes", [](const Command::Params*)
{
Logger::Print("Nodes: {}\n", Nodes.size());
std::lock_guard _(Mutex);
for (const auto& node : Nodes)
{
Logger::Print("{}\t({})\n", node.address.getString(), node.isValid() ? "Valid" : "Invalid");
}
});
Command::Add("addNode", [](const Command::Params* params)
{
if (params->size() < 2) return;
auto address = Network::Address{ params->get(1) };
if (address.isValid())
{
Add(address);
}
});
}
void Node::preDestroy()
{
std::lock_guard _(Mutex);
StoreNodes(true);
Nodes.clear();
}
}