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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Minor fixes for lobby
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parent
d8641324a3
commit
ecfa568774
@ -74,7 +74,13 @@ void SocketLobby::connected()
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isConnected = true;
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emit text("Connected!");
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const QString greetingConst = ProtocolStrings[GREETING].arg(username, QString::fromStdString(GameConstants::VCMI_VERSION));
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QByteArray greetingBytes;
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greetingBytes.append(ProtocolVersion);
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greetingBytes.append(ProtocolEncoding.size());
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const QString greetingConst = QString(greetingBytes)
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+ ProtocolStrings[GREETING].arg(QString::fromStdString(ProtocolEncoding),
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username,
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QString::fromStdString(GameConstants::VCMI_VERSION));
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send(greetingConst);
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}
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@ -5,6 +5,9 @@
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#include <QTcpSocket>
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#include <QAbstractSocket>
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const unsigned int ProtocolVersion = 1;
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const std::string ProtocolEncoding = "utf8";
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class ProtocolError: public std::runtime_error
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{
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public:
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@ -23,7 +26,7 @@ enum ProtocolConsts
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const QMap<ProtocolConsts, QString> ProtocolStrings
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{
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//client consts
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{GREETING, "<GREETINGS>%1<VER>%2"},
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{GREETING, "%1<GREETINGS>%2<VER>%3"}, //protocol_version byte, encoding bytes, encoding, name, version
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{USERNAME, "<USER>%1"},
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{MESSAGE, "<MSG>%1"},
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{CREATE, "<NEW>%1<PSWD>%2<COUNT>%3"},
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112
proxyServer.py
112
proxyServer.py
@ -7,6 +7,9 @@ import uuid
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import struct
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from threading import Thread
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PROTOCOL_VERSION_MIN = 1
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PROTOCOL_VERSION_MAX = 1
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# server's IP address
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SERVER_HOST = "0.0.0.0"
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SERVER_PORT = 5002 # port we want to use
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@ -42,12 +45,10 @@ client_sockets = dict()
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class GameConnection:
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server: socket
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client: socket
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serverInit = False
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clientInit = False
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messageQueueIn = []
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messageQueueOut = []
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server: socket # socket to vcmiserver
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client: socket # socket to vcmiclient
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serverInit = False # if vcmiserver already connected
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clientInit = False # if vcmiclient already connected
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def __init__(self) -> None:
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self.server = None
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@ -55,16 +56,16 @@ class GameConnection:
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pass
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class Session:
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total = 1
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joined = 0
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password = ""
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protected = False
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name: str
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host: socket
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host_uuid: str
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players = []
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connections = []
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started = False
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total = 1 # total amount of players
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joined = 0 # amount of players joined to the session
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password = "" # password to connect
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protected = False # if True, password is required to join to the session
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name: str # name of session
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host: socket # player socket who created the session (lobby mode)
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host_uuid: str # uuid of vcmiserver for hosting player
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players = [] # list of sockets of players, joined to the session
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connections = [] # list of GameConnections for vcmiclient (game mode)
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started = False # True - game mode, False - lobby mode
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def __init__(self, host: socket, name: str) -> None:
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self.name = name
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@ -87,17 +88,15 @@ class Session:
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self.players.remove(player)
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self.joined -= 1
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def addConnection(self, conn: socket, isServer: bool) -> GameConnection:
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def addConnection(self, conn: socket, isServer: bool):
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#find uninitialized server connection
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for gc in self.connections:
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if isServer and not gc.serverInit:
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gc.server = conn
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gc.serverInit = True
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return gc
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if not isServer and not gc.clientInit:
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gc.client = conn
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gc.clientInit = True
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return gc
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#no existing connection - create the new one
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gc = GameConnection()
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@ -108,7 +107,6 @@ class Session:
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gc.client = conn
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gc.clientInit = True
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self.connections.append(gc)
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return gc
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def validPipe(self, conn) -> bool:
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for gc in self.connections:
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@ -161,7 +159,7 @@ def handleDisconnection(client: socket):
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def send(client: socket, message: str):
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sender = client_sockets[client]
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if "valid" not in sender or sender["valid"]:
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client.send(message.encode())
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client.send(message.encode(errors='replace'))
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def broadcast(clients: list, message: str):
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@ -221,57 +219,51 @@ def dispatch(client: socket, sender: dict, arr: bytes):
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if arr == None or len(arr) == 0:
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return
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#if len(sender["prevmessages"]):
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# arr = sender["prevmessages"] + arr
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# sender["prevmessages"] = bytes()
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#check for game mode connection
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msg = str(arr)
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if msg.find("Aiya!") != -1:
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sender["pipe"] = True
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sender["pipe"] = True #switch to pipe mode
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if sender["pipe"]:
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if sender["game"]:
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if sender["game"]: #if already playing - sending raw bytes as is
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sender["prevmessages"].append(arr)
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else:
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sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr)
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sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr) #pack message
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#search fo application type in the message
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match = re.search(r"\((\w+)\)", msg)
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_appType = ''
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if match != None:
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_appType = match.group(1)
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sender["apptype"] = _appType
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#extract uuid from message
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_uuid = arr.decode()
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if not _uuid == '' and not sender["apptype"] == '':
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#search for uuid
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for session in sessions.values():
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if session.started:
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#verify uuid of connected application
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if _uuid.find(session.host_uuid) != -1 and sender["apptype"] == "server":
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gc = session.addConnection(client, True)
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#send_msg(gc.server, gc.messageQueueIn)
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#gc.messageQueueIn = bytes()
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session.addConnection(client, True)
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sender["session"] = session
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sender["game"] = True
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#read boolean flag for the endian
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# this is workaround to send only one remaining byte
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# WARNING: reversed byte order is not supported
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sender["prevmessages"].append(client.recv(1))
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#if not gc.clientInit:
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# gc.messageQueueOut += arr
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return
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if sender["apptype"] == "client":
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for p in session.players:
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if _uuid.find(client_sockets[p]["uuid"]) != -1:
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#client connection
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gc = session.addConnection(client, False)
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#send_msg(gc.client, gc.messageQueueOut)
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#gc.messageQueueOut = bytes()
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session.addConnection(client, False)
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sender["session"] = session
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sender["game"] = True
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#read boolean flag for the endian
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# this is workaround to send only one remaining byte
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# WARNING: reversed byte order is not supported
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sender["prevmessages"].append(client.recv(1))
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#if not gc.serverInit:
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# gc.messageQueueIn += arr
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# return
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break
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#game mode
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@ -287,14 +279,42 @@ def dispatch(client: socket, sender: dict, arr: bytes):
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opposite.sendall(x)
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except Exception as e:
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print(f"[!] Error: {e}")
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#TODO: handle disconnection
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sender["prevmessages"].clear()
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return
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#we are in pipe mode but game still not started - waiting other clients to connect
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if sender["pipe"]:
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return
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#lobby mode
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msg = arr.decode()
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if not sender["auth"]:
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if len(arr) < 2:
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print("[!] Error: unknown client tries to connect")
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#TODO: block address? close the socket?
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return
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# first byte is protocol version
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sender["protocol_version"] = arr[0]
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if arr[0] < PROTOCOL_VERSION_MIN or arr[0] > PROTOCOL_VERSION_MAX:
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print(f"[!] Error: client has incompatbile protocol version {arr[0]}")
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send(client, ":>>ERROR:Cannot connect to remote server due to protocol incompatibility")
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return
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# second byte is a encoding str size
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if arr[1] == 0:
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sender["encoding"] = "utf8"
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else:
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if len(arr) < arr[1] + 2:
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send(client, ":>>ERROR:Protocol error")
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return
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sender["encoding"] = arr[2:(arr[1] + 2)].decode(errors='ignore')
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arr = arr[(arr[1] + 2):]
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msg = str(arr)
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msg = arr.decode(encoding=sender["encoding"], errors='replace')
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_open = msg.partition('<')
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_close = _open[2].partition('>')
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if _open[0] != '' or _open[1] == '' or _open[2] == '' or _close[0] == '' or _close[1] == '':
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@ -309,7 +329,18 @@ def dispatch(client: socket, sender: dict, arr: bytes):
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if tag == "GREETINGS":
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if sender["auth"]:
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print(f"[!] Greetings from authorized user {sender['username']} {sender['address']}")
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send(client, ":>>ERROR:User already authorized")
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return
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if len(tag_value) < 3:
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send(client, f":>>ERROR:Too short username {tag_value}")
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return
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for user in client_sockets:
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if user['username'] == tag_value:
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send(client, f":>>ERROR:Can't connect with the name {tag_value}. This login is already occpupied")
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return
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print(f"[*] User {sender['address']} autorized as {tag_value}")
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sender["username"] = tag_value
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sender["auth"] = True
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@ -431,7 +462,6 @@ def listen_for_client(cs):
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msg = cs.recv(4096)
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else:
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msg = recv_msg(cs)
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#msg = cs.recv(2048)
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except Exception as e:
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# client no longer connected
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print(f"[!] Error: {e}")
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