1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Minor fixes for lobby

This commit is contained in:
nordsoft 2022-10-30 22:50:16 +04:00
parent d8641324a3
commit ecfa568774
3 changed files with 83 additions and 44 deletions

View File

@ -73,8 +73,14 @@ void SocketLobby::connected()
{
isConnected = true;
emit text("Connected!");
const QString greetingConst = ProtocolStrings[GREETING].arg(username, QString::fromStdString(GameConstants::VCMI_VERSION));
QByteArray greetingBytes;
greetingBytes.append(ProtocolVersion);
greetingBytes.append(ProtocolEncoding.size());
const QString greetingConst = QString(greetingBytes)
+ ProtocolStrings[GREETING].arg(QString::fromStdString(ProtocolEncoding),
username,
QString::fromStdString(GameConstants::VCMI_VERSION));
send(greetingConst);
}

View File

@ -5,6 +5,9 @@
#include <QTcpSocket>
#include <QAbstractSocket>
const unsigned int ProtocolVersion = 1;
const std::string ProtocolEncoding = "utf8";
class ProtocolError: public std::runtime_error
{
public:
@ -23,7 +26,7 @@ enum ProtocolConsts
const QMap<ProtocolConsts, QString> ProtocolStrings
{
//client consts
{GREETING, "<GREETINGS>%1<VER>%2"},
{GREETING, "%1<GREETINGS>%2<VER>%3"}, //protocol_version byte, encoding bytes, encoding, name, version
{USERNAME, "<USER>%1"},
{MESSAGE, "<MSG>%1"},
{CREATE, "<NEW>%1<PSWD>%2<COUNT>%3"},

View File

@ -7,6 +7,9 @@ import uuid
import struct
from threading import Thread
PROTOCOL_VERSION_MIN = 1
PROTOCOL_VERSION_MAX = 1
# server's IP address
SERVER_HOST = "0.0.0.0"
SERVER_PORT = 5002 # port we want to use
@ -42,12 +45,10 @@ client_sockets = dict()
class GameConnection:
server: socket
client: socket
serverInit = False
clientInit = False
messageQueueIn = []
messageQueueOut = []
server: socket # socket to vcmiserver
client: socket # socket to vcmiclient
serverInit = False # if vcmiserver already connected
clientInit = False # if vcmiclient already connected
def __init__(self) -> None:
self.server = None
@ -55,16 +56,16 @@ class GameConnection:
pass
class Session:
total = 1
joined = 0
password = ""
protected = False
name: str
host: socket
host_uuid: str
players = []
connections = []
started = False
total = 1 # total amount of players
joined = 0 # amount of players joined to the session
password = "" # password to connect
protected = False # if True, password is required to join to the session
name: str # name of session
host: socket # player socket who created the session (lobby mode)
host_uuid: str # uuid of vcmiserver for hosting player
players = [] # list of sockets of players, joined to the session
connections = [] # list of GameConnections for vcmiclient (game mode)
started = False # True - game mode, False - lobby mode
def __init__(self, host: socket, name: str) -> None:
self.name = name
@ -87,17 +88,15 @@ class Session:
self.players.remove(player)
self.joined -= 1
def addConnection(self, conn: socket, isServer: bool) -> GameConnection:
def addConnection(self, conn: socket, isServer: bool):
#find uninitialized server connection
for gc in self.connections:
if isServer and not gc.serverInit:
gc.server = conn
gc.serverInit = True
return gc
if not isServer and not gc.clientInit:
gc.client = conn
gc.clientInit = True
return gc
#no existing connection - create the new one
gc = GameConnection()
@ -108,7 +107,6 @@ class Session:
gc.client = conn
gc.clientInit = True
self.connections.append(gc)
return gc
def validPipe(self, conn) -> bool:
for gc in self.connections:
@ -161,7 +159,7 @@ def handleDisconnection(client: socket):
def send(client: socket, message: str):
sender = client_sockets[client]
if "valid" not in sender or sender["valid"]:
client.send(message.encode())
client.send(message.encode(errors='replace'))
def broadcast(clients: list, message: str):
@ -221,57 +219,51 @@ def dispatch(client: socket, sender: dict, arr: bytes):
if arr == None or len(arr) == 0:
return
#if len(sender["prevmessages"]):
# arr = sender["prevmessages"] + arr
# sender["prevmessages"] = bytes()
#check for game mode connection
msg = str(arr)
if msg.find("Aiya!") != -1:
sender["pipe"] = True
sender["pipe"] = True #switch to pipe mode
if sender["pipe"]:
if sender["game"]:
if sender["game"]: #if already playing - sending raw bytes as is
sender["prevmessages"].append(arr)
else:
sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr)
sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr) #pack message
#search fo application type in the message
match = re.search(r"\((\w+)\)", msg)
_appType = ''
if match != None:
_appType = match.group(1)
sender["apptype"] = _appType
#extract uuid from message
_uuid = arr.decode()
if not _uuid == '' and not sender["apptype"] == '':
#search for uuid
for session in sessions.values():
if session.started:
#verify uuid of connected application
if _uuid.find(session.host_uuid) != -1 and sender["apptype"] == "server":
gc = session.addConnection(client, True)
#send_msg(gc.server, gc.messageQueueIn)
#gc.messageQueueIn = bytes()
session.addConnection(client, True)
sender["session"] = session
sender["game"] = True
#read boolean flag for the endian
# this is workaround to send only one remaining byte
# WARNING: reversed byte order is not supported
sender["prevmessages"].append(client.recv(1))
#if not gc.clientInit:
# gc.messageQueueOut += arr
return
if sender["apptype"] == "client":
for p in session.players:
if _uuid.find(client_sockets[p]["uuid"]) != -1:
#client connection
gc = session.addConnection(client, False)
#send_msg(gc.client, gc.messageQueueOut)
#gc.messageQueueOut = bytes()
session.addConnection(client, False)
sender["session"] = session
sender["game"] = True
#read boolean flag for the endian
# this is workaround to send only one remaining byte
# WARNING: reversed byte order is not supported
sender["prevmessages"].append(client.recv(1))
#if not gc.serverInit:
# gc.messageQueueIn += arr
# return
break
#game mode
@ -287,14 +279,42 @@ def dispatch(client: socket, sender: dict, arr: bytes):
opposite.sendall(x)
except Exception as e:
print(f"[!] Error: {e}")
#TODO: handle disconnection
sender["prevmessages"].clear()
return
#we are in pipe mode but game still not started - waiting other clients to connect
if sender["pipe"]:
return
#lobby mode
msg = arr.decode()
if not sender["auth"]:
if len(arr) < 2:
print("[!] Error: unknown client tries to connect")
#TODO: block address? close the socket?
return
# first byte is protocol version
sender["protocol_version"] = arr[0]
if arr[0] < PROTOCOL_VERSION_MIN or arr[0] > PROTOCOL_VERSION_MAX:
print(f"[!] Error: client has incompatbile protocol version {arr[0]}")
send(client, ":>>ERROR:Cannot connect to remote server due to protocol incompatibility")
return
# second byte is a encoding str size
if arr[1] == 0:
sender["encoding"] = "utf8"
else:
if len(arr) < arr[1] + 2:
send(client, ":>>ERROR:Protocol error")
return
sender["encoding"] = arr[2:(arr[1] + 2)].decode(errors='ignore')
arr = arr[(arr[1] + 2):]
msg = str(arr)
msg = arr.decode(encoding=sender["encoding"], errors='replace')
_open = msg.partition('<')
_close = _open[2].partition('>')
if _open[0] != '' or _open[1] == '' or _open[2] == '' or _close[0] == '' or _close[1] == '':
@ -309,7 +329,18 @@ def dispatch(client: socket, sender: dict, arr: bytes):
if tag == "GREETINGS":
if sender["auth"]:
print(f"[!] Greetings from authorized user {sender['username']} {sender['address']}")
send(client, ":>>ERROR:User already authorized")
return
if len(tag_value) < 3:
send(client, f":>>ERROR:Too short username {tag_value}")
return
for user in client_sockets:
if user['username'] == tag_value:
send(client, f":>>ERROR:Can't connect with the name {tag_value}. This login is already occpupied")
return
print(f"[*] User {sender['address']} autorized as {tag_value}")
sender["username"] = tag_value
sender["auth"] = True
@ -431,7 +462,6 @@ def listen_for_client(cs):
msg = cs.recv(4096)
else:
msg = recv_msg(cs)
#msg = cs.recv(2048)
except Exception as e:
# client no longer connected
print(f"[!] Error: {e}")