mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
500 lines
18 KiB
Python
Executable File
500 lines
18 KiB
Python
Executable File
import socket
|
|
import re
|
|
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
|
|
|
|
def send_msg(sock, msg, doPack):
|
|
# For 1 byte (bool) send just that
|
|
# Prefix each message with a 4-byte length (network byte order)
|
|
if doPack and len(msg) > 1:
|
|
msg = struct.pack('<I', len(msg)) + msg
|
|
sock.sendall(msg)
|
|
|
|
def recv_msg(sock):
|
|
# Read message length and unpack it into an integer
|
|
raw_msglen = recvall(sock, 4)
|
|
if not raw_msglen:
|
|
return None
|
|
msglen = struct.unpack('<I', raw_msglen)[0]
|
|
# Read the message data
|
|
return recvall(sock, msglen)
|
|
|
|
def recvall(sock, n):
|
|
# Helper function to recv n bytes or return None if EOF is hit
|
|
data = bytearray()
|
|
while len(data) < n:
|
|
packet = sock.recv(n - len(data))
|
|
if not packet:
|
|
return None
|
|
data.extend(packet)
|
|
return data
|
|
|
|
# initialize list/set of all connected client's sockets
|
|
client_sockets = dict()
|
|
|
|
|
|
class GameConnection:
|
|
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
|
|
self.client = None
|
|
pass
|
|
|
|
class Session:
|
|
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)
|
|
token: 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
|
|
self.host = host
|
|
self.players = [host]
|
|
self.joined += 1
|
|
|
|
def isJoined(self, player: socket) -> bool:
|
|
return player in self.players
|
|
|
|
def join(self, player: socket):
|
|
if not self.isJoined(player) and self.joined < self.total:
|
|
self.players.append(player)
|
|
self.joined += 1
|
|
|
|
def leave(self, player: socket):
|
|
if not self.isJoined(player) or player == self.host:
|
|
return
|
|
|
|
self.players.remove(player)
|
|
self.joined -= 1
|
|
|
|
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
|
|
if not isServer and not gc.clientInit:
|
|
gc.client = conn
|
|
gc.clientInit = True
|
|
|
|
#no existing connection - create the new one
|
|
gc = GameConnection()
|
|
if isServer:
|
|
gc.server = conn
|
|
gc.serverInit = True
|
|
else:
|
|
gc.client = conn
|
|
gc.clientInit = True
|
|
self.connections.append(gc)
|
|
|
|
def validPipe(self, conn) -> bool:
|
|
for gc in self.connections:
|
|
if gc.server == conn or gc.client == conn:
|
|
return gc.serverInit and gc.clientInit
|
|
return False
|
|
|
|
def getPipe(self, conn) -> socket:
|
|
for gc in self.connections:
|
|
if gc.server == conn:
|
|
return gc.client
|
|
if gc.client == conn:
|
|
return gc.server
|
|
|
|
|
|
# create a TCP socket
|
|
s = socket.socket()
|
|
# make the port as reusable port
|
|
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
|
|
# bind the socket to the address we specified
|
|
s.bind((SERVER_HOST, SERVER_PORT))
|
|
# listen for upcoming connections
|
|
s.listen(10)
|
|
print(f"[*] Listening as {SERVER_HOST}:{SERVER_PORT}")
|
|
|
|
# list of active sessions
|
|
sessions = dict()
|
|
|
|
|
|
def handleDisconnection(client: socket):
|
|
sender = client_sockets[client]
|
|
if sender["joined"]:
|
|
if not sender["session"].started:
|
|
if sender["session"].host == client:
|
|
#destroy the session, sending messages inside the function
|
|
deleteSession(sender["session"])
|
|
else:
|
|
sender["session"].leave(client)
|
|
sender["joined"] = False
|
|
message = f":>>KICK:{sender['session'].name}:{sender['username']}"
|
|
for client_socket in sender["session"].players:
|
|
client_socket.send(message.encode())
|
|
updateStatus(sender["session"])
|
|
updateSessions()
|
|
|
|
client.close()
|
|
sender["valid"] = False
|
|
|
|
|
|
def send(client: socket, message: str):
|
|
sender = client_sockets[client]
|
|
if "valid" not in sender or sender["valid"]:
|
|
client.send(message.encode(errors='replace'))
|
|
|
|
|
|
def broadcast(clients: list, message: str):
|
|
for c in clients:
|
|
send(c, message)
|
|
|
|
|
|
def sendSessions(client: socket):
|
|
msg2 = ""
|
|
counter = 0
|
|
for s in sessions.values():
|
|
if not s.started:
|
|
msg2 += f":{s.name}:{s.joined}:{s.total}:{s.protected}"
|
|
counter += 1
|
|
msg = f":>>SESSIONS:{counter}{msg2}"
|
|
|
|
send(client, msg)
|
|
|
|
|
|
def updateSessions():
|
|
for s in client_sockets.keys():
|
|
sendSessions(s)
|
|
|
|
|
|
def deleteSession(session: Session):
|
|
msg = f":>>KICK:{session.name}"
|
|
for player in session.players:
|
|
client_sockets[player]["joined"] = False
|
|
msg2 = msg + f":{client_sockets[player]['username']}"
|
|
send(player, msg2)
|
|
|
|
sessions.pop(session.name)
|
|
|
|
|
|
def updateStatus(session: Session):
|
|
msg = f":>>STATUS:{session.joined}"
|
|
for player in session.players:
|
|
msg += f":{client_sockets[player]['username']}:{client_sockets[player]['ready']}"
|
|
broadcast(session.players, msg)
|
|
|
|
|
|
def startSession(session: Session):
|
|
session.started = True
|
|
session.host_uuid = str(uuid.uuid4())
|
|
hostMessage = f":>>HOST:{session.host_uuid}:{session.joined - 1}" #one client will be connected locally
|
|
#host message must be before start message
|
|
send(session.host, hostMessage)
|
|
|
|
for player in session.players:
|
|
client_sockets[player]['uuid'] = str(uuid.uuid4())
|
|
msg = f":>>START:{client_sockets[player]['uuid']}"
|
|
send(player, msg)
|
|
|
|
|
|
def dispatch(client: socket, sender: dict, arr: bytes):
|
|
|
|
if arr == None or len(arr) == 0:
|
|
return
|
|
|
|
print(f"[{sender['address']}] dispatching message")
|
|
|
|
#check for game mode connection
|
|
msg = str(arr)
|
|
if msg.find("Aiya!") != -1:
|
|
sender["pipe"] = True #switch to pipe mode
|
|
print(" vcmi recognized")
|
|
|
|
if sender["pipe"]:
|
|
if sender["game"]: #if already playing - sending raw bytes as is
|
|
sender["prevmessages"].append(arr)
|
|
print(" storing message")
|
|
else:
|
|
sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr) #pack message
|
|
print(" packing 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()
|
|
print(f" decoding {_uuid}")
|
|
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":
|
|
print(f" apptype {sender['apptype']} uuid {_uuid}")
|
|
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))
|
|
print(f" binding server connection to session {session.name}")
|
|
return
|
|
|
|
if sender["apptype"] == "client":
|
|
for p in session.players:
|
|
if _uuid.find(client_sockets[p]["uuid"]) != -1:
|
|
print(f" apptype {sender['apptype']} uuid {_uuid}")
|
|
#client connection
|
|
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))
|
|
print(f" binding client connection to session {session.name}")
|
|
break
|
|
|
|
#game mode
|
|
if sender["pipe"] and sender["game"] and sender["session"].validPipe(client):
|
|
print(f" pipe for {sender['session'].name}")
|
|
#send messages from queue
|
|
opposite = sender["session"].getPipe(client)
|
|
for x in client_sockets[opposite]["prevmessages"]:
|
|
client.sendall(x)
|
|
client_sockets[opposite]["prevmessages"].clear()
|
|
|
|
try:
|
|
for x in sender["prevmessages"]:
|
|
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"]:
|
|
print(f" waiting other clients")
|
|
return
|
|
|
|
#lobby mode
|
|
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] == '':
|
|
print(f"[!] Incorrect message from {sender['address']}: {msg}")
|
|
return
|
|
|
|
_nextTag = _close[2].partition('<')
|
|
tag = _close[0]
|
|
tag_value = _nextTag[0]
|
|
|
|
#greetings to the server
|
|
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.values():
|
|
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
|
|
sender["joined"] = False
|
|
sendSessions(client)
|
|
|
|
#VCMI version received
|
|
if tag == "VER" and sender["auth"]:
|
|
print(f"[*] User {sender['username']} has version {tag_value}")
|
|
|
|
#message received
|
|
if tag == "MSG" and sender["auth"]:
|
|
message = f":>>MSG:{sender['username']}:{tag_value}"
|
|
if sender["joined"]:
|
|
broadcast(sender["session"].players, message)
|
|
else:
|
|
broadcast(client_sockets.keys(), message)
|
|
|
|
#new session
|
|
if tag == "NEW" and sender["auth"] and not sender["joined"]:
|
|
if tag_value in sessions:
|
|
#refuse creating game
|
|
message = f":>>ERROR:Cannot create session with name {tag_value}, session with this name already exists"
|
|
send(client, message)
|
|
return
|
|
|
|
sessions[tag_value] = Session(client, tag_value)
|
|
sender["joined"] = True
|
|
sender["ready"] = False
|
|
sender["session"] = sessions[tag_value]
|
|
|
|
#set password for the session
|
|
if tag == "PSWD" and sender["auth"] and sender["joined"] and sender["session"].host == client:
|
|
sender["session"].password = tag_value
|
|
sender["session"].protected = tag_value != ""
|
|
|
|
#set amount of players to the new session
|
|
if tag == "COUNT" and sender["auth"] and sender["joined"] and sender["session"].host == client:
|
|
if sender["session"].total != 1:
|
|
#refuse changing amount of players
|
|
message = f":>>ERROR:Changing amount of players is not possible for existing session"
|
|
send(client, message)
|
|
return
|
|
|
|
sender["session"].total = int(tag_value)
|
|
message = f":>>CREATED:{sender['session'].name}"
|
|
send(client, message)
|
|
#now session is ready to be broadcasted
|
|
message = f":>>JOIN:{sender['session'].name}:{sender['username']}"
|
|
send(client, message)
|
|
updateStatus(sender["session"])
|
|
updateSessions()
|
|
|
|
#join session
|
|
if tag == "JOIN" and sender["auth"] and not sender["joined"]:
|
|
if tag_value not in sessions:
|
|
message = f":>>ERROR:Session with name {tag_value} doesn't exist"
|
|
send(client, message)
|
|
return
|
|
|
|
if sessions[tag_value].joined >= sessions[tag_value].total:
|
|
message = f":>>ERROR:Session {tag_value} is full"
|
|
send(client, message)
|
|
return
|
|
|
|
if sessions[tag_value].started:
|
|
message = f":>>ERROR:Session {tag_value} is started"
|
|
send(client, message)
|
|
return
|
|
|
|
sender["joined"] = True
|
|
sender["ready"] = False
|
|
sender["session"] = sessions[tag_value]
|
|
|
|
if tag == "PSWD" and sender["auth"] and sender["joined"] and sender["session"].host != client:
|
|
if not sender["session"].protected or sender["session"].password == tag_value:
|
|
sender["session"].join(client)
|
|
message = f":>>JOIN:{sender['session'].name}:{sender['username']}"
|
|
broadcast(sender["session"].players, message)
|
|
updateStatus(sender["session"])
|
|
updateSessions()
|
|
|
|
else:
|
|
sender["joined"] = False
|
|
message = f":>>ERROR:Incorrect password"
|
|
send(client, message)
|
|
return
|
|
|
|
#leaving session
|
|
if tag == "LEAVE" and sender["auth"] and sender["joined"] and sender["session"].name == tag_value:
|
|
if sender["session"].host == client:
|
|
#destroy the session, sending messages inside the function
|
|
deleteSession(sender["session"])
|
|
else:
|
|
message = f":>>KICK:{sender['session'].name}:{sender['username']}"
|
|
broadcast(sender["session"].players, message)
|
|
sender["session"].leave(client)
|
|
sender["joined"] = False
|
|
updateStatus(sender["session"])
|
|
updateSessions()
|
|
|
|
if tag == "READY" and sender["auth"] and sender["joined"] and sender["session"].name == tag_value:
|
|
if sender["session"].joined > 0 and sender["session"].host == client:
|
|
startSession(sender["session"])
|
|
updateSessions()
|
|
|
|
dispatch(client, sender, (_nextTag[1] + _nextTag[2]).encode())
|
|
|
|
|
|
def listen_for_client(cs):
|
|
"""
|
|
This function keep listening for a message from `cs` socket
|
|
Whenever a message is received, broadcast it to all other connected clients
|
|
"""
|
|
while True:
|
|
try:
|
|
# keep listening for a message from `cs` socket
|
|
if client_sockets[cs]["game"]:
|
|
msg = cs.recv(4096)
|
|
else:
|
|
msg = recv_msg(cs)
|
|
except Exception as e:
|
|
# client no longer connected
|
|
print(f"[!] Error: {e}")
|
|
handleDisconnection(cs)
|
|
return
|
|
|
|
dispatch(cs, client_sockets[cs], msg)
|
|
|
|
|
|
while True:
|
|
# we keep listening for new connections all the time
|
|
client_socket, client_address = s.accept()
|
|
print(f"[+] {client_address} connected.")
|
|
# add the new connected client to connected sockets
|
|
client_sockets[client_socket] = {"address": client_address, "auth": False, "username": "", "joined": False, "game": False, "pipe": False, "apptype": "", "prevmessages": []}
|
|
# start a new thread that listens for each client's messages
|
|
t = Thread(target=listen_for_client, args=(client_socket,))
|
|
# make the thread daemon so it ends whenever the main thread ends
|
|
t.daemon = True
|
|
# start the thread
|
|
t.start()
|
|
|
|
# close client sockets
|
|
for cs in client_sockets:
|
|
cs.close()
|
|
# close server socket
|
|
s.close() |