mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
488 lines
17 KiB
Python
Executable File
488 lines
17 KiB
Python
Executable File
import socket
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import re
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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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def send_msg(sock, msg, doPack):
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# For 1 byte (bool) send just that
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# Prefix each message with a 4-byte length (network byte order)
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if doPack and len(msg) > 1:
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msg = struct.pack('<I', len(msg)) + msg
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sock.sendall(msg)
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def recv_msg(sock):
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# Read message length and unpack it into an integer
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raw_msglen = recvall(sock, 4)
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if not raw_msglen:
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return None
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msglen = struct.unpack('<I', raw_msglen)[0]
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# Read the message data
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return recvall(sock, msglen)
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def recvall(sock, n):
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# Helper function to recv n bytes or return None if EOF is hit
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data = bytearray()
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while len(data) < n:
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packet = sock.recv(n - len(data))
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if not packet:
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return None
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data.extend(packet)
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return data
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# initialize list/set of all connected client's sockets
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client_sockets = dict()
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class GameConnection:
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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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self.client = None
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pass
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class Session:
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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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self.host = host
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self.players = [host]
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self.joined += 1
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def isJoined(self, player: socket) -> bool:
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return player in self.players
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def join(self, player: socket):
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if not self.isJoined(player) and self.joined < self.total:
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self.players.append(player)
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self.joined += 1
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def leave(self, player: socket):
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if not self.isJoined(player) or player == self.host:
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return
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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):
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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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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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#no existing connection - create the new one
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gc = GameConnection()
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if isServer:
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gc.server = conn
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gc.serverInit = True
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else:
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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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def validPipe(self, conn) -> bool:
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for gc in self.connections:
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if gc.server == conn or gc.client == conn:
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return gc.serverInit and gc.clientInit
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return False
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def getPipe(self, conn) -> socket:
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for gc in self.connections:
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if gc.server == conn:
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return gc.client
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if gc.client == conn:
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return gc.server
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# create a TCP socket
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s = socket.socket()
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# make the port as reusable port
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s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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# bind the socket to the address we specified
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s.bind((SERVER_HOST, SERVER_PORT))
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# listen for upcoming connections
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s.listen(10)
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print(f"[*] Listening as {SERVER_HOST}:{SERVER_PORT}")
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# list of active sessions
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sessions = dict()
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def handleDisconnection(client: socket):
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sender = client_sockets[client]
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if sender["joined"]:
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if not sender["session"].started:
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if sender["session"].host == client:
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#destroy the session, sending messages inside the function
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deleteSession(sender["session"])
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else:
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sender["session"].leave(client)
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sender["joined"] = False
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message = f":>>KICK:{sender['session'].name}:{sender['username']}"
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for client_socket in sender["session"].players:
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client_socket.send(message.encode())
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updateStatus(sender["session"])
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updateSessions()
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client.close()
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sender["valid"] = False
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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(errors='replace'))
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def broadcast(clients: list, message: str):
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for c in clients:
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send(c, message)
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def sendSessions(client: socket):
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msg2 = ""
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counter = 0
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for s in sessions.values():
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if not s.started:
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msg2 += f":{s.name}:{s.joined}:{s.total}:{s.protected}"
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counter += 1
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msg = f":>>SESSIONS:{counter}{msg2}"
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send(client, msg)
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def updateSessions():
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for s in client_sockets.keys():
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sendSessions(s)
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def deleteSession(session: Session):
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msg = f":>>KICK:{session.name}"
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for player in session.players:
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client_sockets[player]["joined"] = False
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msg2 = msg + f":{client_sockets[player]['username']}"
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send(player, msg2)
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sessions.pop(session.name)
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def updateStatus(session: Session):
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msg = f":>>STATUS:{session.joined}"
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for player in session.players:
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msg += f":{client_sockets[player]['username']}:{client_sockets[player]['ready']}"
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broadcast(session.players, msg)
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def startSession(session: Session):
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session.started = True
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session.host_uuid = str(uuid.uuid4())
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hostMessage = f":>>HOST:{session.host_uuid}:{session.joined - 1}" #one client will be connected locally
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#host message must be before start message
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send(session.host, hostMessage)
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for player in session.players:
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client_sockets[player]['uuid'] = str(uuid.uuid4())
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msg = f":>>START:{client_sockets[player]['uuid']}"
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send(player, msg)
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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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#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 #switch to pipe mode
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if sender["pipe"]:
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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) #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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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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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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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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break
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#game mode
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if sender["pipe"] and sender["game"] and sender["session"].validPipe(client):
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#send messages from queue
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opposite = sender["session"].getPipe(client)
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for x in client_sockets[opposite]["prevmessages"]:
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client.sendall(x)
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client_sockets[opposite]["prevmessages"].clear()
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try:
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for x in sender["prevmessages"]:
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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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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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print(f"[!] Incorrect message from {sender['address']}: {msg}")
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return
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_nextTag = _close[2].partition('<')
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tag = _close[0]
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tag_value = _nextTag[0]
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#greetings to the server
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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.values():
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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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sender["joined"] = False
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sendSessions(client)
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#VCMI version received
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if tag == "VER" and sender["auth"]:
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print(f"[*] User {sender['username']} has version {tag_value}")
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#message received
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if tag == "MSG" and sender["auth"]:
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message = f":>>MSG:{sender['username']}:{tag_value}"
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if sender["joined"]:
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broadcast(sender["session"].players, message)
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else:
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broadcast(client_sockets.keys(), message)
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#new session
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if tag == "NEW" and sender["auth"] and not sender["joined"]:
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if tag_value in sessions:
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#refuse creating game
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message = f":>>ERROR:Cannot create session with name {tag_value}, session with this name already exists"
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send(client, message)
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return
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sessions[tag_value] = Session(client, tag_value)
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sender["joined"] = True
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sender["ready"] = False
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sender["session"] = sessions[tag_value]
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#set password for the session
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if tag == "PSWD" and sender["auth"] and sender["joined"] and sender["session"].host == client:
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sender["session"].password = tag_value
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sender["session"].protected = tag_value != ""
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#set amount of players to the new session
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if tag == "COUNT" and sender["auth"] and sender["joined"] and sender["session"].host == client:
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if sender["session"].total != 1:
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#refuse changing amount of players
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message = f":>>ERROR:Changing amount of players is not possible for existing session"
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send(client, message)
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return
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sender["session"].total = int(tag_value)
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message = f":>>CREATED:{sender['session'].name}"
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send(client, message)
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#now session is ready to be broadcasted
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message = f":>>JOIN:{sender['session'].name}:{sender['username']}"
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send(client, message)
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updateStatus(sender["session"])
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updateSessions()
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#join session
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if tag == "JOIN" and sender["auth"] and not sender["joined"]:
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if tag_value not in sessions:
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message = f":>>ERROR:Session with name {tag_value} doesn't exist"
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send(client, message)
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return
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if sessions[tag_value].joined >= sessions[tag_value].total:
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message = f":>>ERROR:Session {tag_value} is full"
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send(client, message)
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return
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if sessions[tag_value].started:
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message = f":>>ERROR:Session {tag_value} is started"
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send(client, message)
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return
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sender["joined"] = True
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sender["ready"] = False
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sender["session"] = sessions[tag_value]
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if tag == "PSWD" and sender["auth"] and sender["joined"] and sender["session"].host != client:
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if not sender["session"].protected or sender["session"].password == tag_value:
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sender["session"].join(client)
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message = f":>>JOIN:{sender['session'].name}:{sender['username']}"
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broadcast(sender["session"].players, message)
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updateStatus(sender["session"])
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updateSessions()
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else:
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sender["joined"] = False
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message = f":>>ERROR:Incorrect password"
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send(client, message)
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return
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#leaving session
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if tag == "LEAVE" and sender["auth"] and sender["joined"] and sender["session"].name == tag_value:
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if sender["session"].host == client:
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#destroy the session, sending messages inside the function
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deleteSession(sender["session"])
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else:
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message = f":>>KICK:{sender['session'].name}:{sender['username']}"
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broadcast(sender["session"].players, message)
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sender["session"].leave(client)
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sender["joined"] = False
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updateStatus(sender["session"])
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updateSessions()
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if tag == "READY" and sender["auth"] and sender["joined"] and sender["session"].name == tag_value:
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if sender["session"].joined > 0 and sender["session"].host == client:
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startSession(sender["session"])
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updateSessions()
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dispatch(client, sender, (_nextTag[1] + _nextTag[2]).encode())
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def listen_for_client(cs):
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"""
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This function keep listening for a message from `cs` socket
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Whenever a message is received, broadcast it to all other connected clients
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"""
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while True:
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try:
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# keep listening for a message from `cs` socket
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if client_sockets[cs]["game"]:
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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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except Exception as e:
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# client no longer connected
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print(f"[!] Error: {e}")
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handleDisconnection(cs)
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return
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dispatch(cs, client_sockets[cs], msg)
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while True:
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# we keep listening for new connections all the time
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client_socket, client_address = s.accept()
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print(f"[+] {client_address} connected.")
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# add the new connected client to connected sockets
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client_sockets[client_socket] = {"address": client_address, "auth": False, "username": "", "joined": False, "game": False, "pipe": False, "apptype": "", "prevmessages": []}
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# start a new thread that listens for each client's messages
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t = Thread(target=listen_for_client, args=(client_socket,))
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# make the thread daemon so it ends whenever the main thread ends
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t.daemon = True
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# start the thread
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t.start()
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# close client sockets
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for cs in client_sockets:
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cs.close()
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# close server socket
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s.close() |