bc6fc859f4
This is for testing purposes only, to find bugs in the encryption. Once the encryption is deemed stable, it will be enabled only for servers with enabled Authentication.
225 lines
6.2 KiB
C++
225 lines
6.2 KiB
C++
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// cServer.h
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// Interfaces to the cServer object representing the network server
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#pragma once
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#include "OSSupport/SocketThreads.h"
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#include "OSSupport/ListenThread.h"
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#include "RCONServer.h"
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable:4127)
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#pragma warning(disable:4244)
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#pragma warning(disable:4231)
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#pragma warning(disable:4189)
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#pragma warning(disable:4702)
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#endif
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#include "Crypto.h"
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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// fwd:
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class cPlayer;
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class cClientHandle;
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class cIniFile;
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class cCommandOutputCallback ;
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typedef std::list<cClientHandle *> cClientHandleList;
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class cServer // tolua_export
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: public cListenThread::cCallback
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{ // tolua_export
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public: // tolua_export
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virtual ~cServer() {}
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bool InitServer(cIniFile & a_SettingsIni);
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// tolua_begin
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const AString & GetDescription(void) const {return m_Description; }
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// Player counts:
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int GetMaxPlayers(void) const {return m_MaxPlayers; }
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int GetNumPlayers(void);
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void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
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// Hardcore mode or not:
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bool IsHardcore(void) const {return m_bIsHardcore; }
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// tolua_end
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bool Start(void);
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bool Command(cClientHandle & a_Client, AString & a_Cmd);
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/** Executes the console command, sends output through the specified callback */
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void ExecuteConsoleCommand(const AString & a_Cmd, cCommandOutputCallback & a_Output);
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/** Lists all available console commands and their helpstrings */
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void PrintHelp(const AStringVector & a_Split, cCommandOutputCallback & a_Output);
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/** Binds the built-in console commands with the plugin manager */
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static void BindBuiltInConsoleCommands(void);
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void Shutdown(void);
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void KickUser(int a_ClientID, const AString & a_Reason);
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void AuthenticateUser(int a_ClientID); // Called by cAuthenticator to auth the specified user
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const AString & GetServerID(void) const { return m_ServerID; } // tolua_export
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/** Called by cClientHandle's destructor; stop m_SocketThreads from calling back into a_Client */
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void ClientDestroying(const cClientHandle * a_Client);
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/** Notifies m_SocketThreads that client has something to be written */
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void NotifyClientWrite(const cClientHandle * a_Client);
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void WriteToClient(const cClientHandle * a_Client, const AString & a_Data); // Queues outgoing data for the client through m_SocketThreads
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void RemoveClient(const cClientHandle * a_Client); // Removes the clienthandle from m_SocketThreads
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/** Don't tick a_Client anymore, it will be ticked from its cPlayer instead */
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void ClientMovedToWorld(const cClientHandle * a_Client);
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/** Notifies the server that a player was created; the server uses this to adjust the number of players */
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void PlayerCreated(const cPlayer * a_Player);
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/** Notifies the server that a player is being destroyed; the server uses this to adjust the number of players */
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void PlayerDestroying(const cPlayer * a_Player);
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/** Returns base64 encoded favicon data (obtained from favicon.png) */
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const AString & GetFaviconData(void) const { return m_FaviconData; }
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cRSAPrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
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const AString & GetPublicKeyDER(void) const { return m_PublicKeyDER; }
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bool ShouldAuthenticate(void) const { return m_ShouldAuthenticate; }
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private:
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friend class cRoot; // so cRoot can create and destroy cServer
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/** When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap) */
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class cNotifyWriteThread :
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public cIsThread
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{
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typedef cIsThread super;
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cEvent m_Event; // Set when m_Clients gets appended
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cServer * m_Server;
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cCriticalSection m_CS;
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cClientHandleList m_Clients;
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virtual void Execute(void);
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public:
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cNotifyWriteThread(void);
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~cNotifyWriteThread();
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bool Start(cServer * a_Server);
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void NotifyClientWrite(const cClientHandle * a_Client);
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} ;
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/** The server tick thread takes care of the players who aren't yet spawned in a world */
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class cTickThread :
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public cIsThread
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{
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typedef cIsThread super;
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public:
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cTickThread(cServer & a_Server);
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protected:
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cServer & m_Server;
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// cIsThread overrides:
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virtual void Execute(void) override;
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} ;
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cNotifyWriteThread m_NotifyWriteThread;
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cListenThread m_ListenThreadIPv4;
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cListenThread m_ListenThreadIPv6;
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cCriticalSection m_CSClients; ///< Locks client lists
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cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
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cClientHandleList m_ClientsToRemove; ///< Clients that have just been moved into a world and are to be removed from m_Clients in the next Tick()
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cCriticalSection m_CSPlayerCount; ///< Locks the m_PlayerCount
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int m_PlayerCount; ///< Number of players currently playing in the server
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cCriticalSection m_CSPlayerCountDiff; ///< Locks the m_PlayerCountDiff
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int m_PlayerCountDiff; ///< Adjustment to m_PlayerCount to be applied in the Tick thread
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cSocketThreads m_SocketThreads;
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int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
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bool m_bIsConnected; // true - connected false - not connected
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bool m_bRestarting;
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/** The private key used for the assymetric encryption start in the protocols */
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cRSAPrivateKey m_PrivateKey;
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/** Public key for m_PrivateKey, ASN1-DER-encoded */
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AString m_PublicKeyDER;
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cRCONServer m_RCONServer;
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AString m_Description;
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AString m_FaviconData;
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int m_MaxPlayers;
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bool m_bIsHardcore;
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cTickThread m_TickThread;
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cEvent m_RestartEvent;
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/** The server ID used for client authentication */
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AString m_ServerID;
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/** If true, players will be online-authenticated agains Mojang servers.
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This setting is the same as the "online-mode" setting in Vanilla. */
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bool m_ShouldAuthenticate;
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cServer(void);
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/** Loads, or generates, if missing, RSA keys for protocol encryption */
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void PrepareKeys(void);
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bool Tick(float a_Dt);
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/** Ticks the clients in m_Clients, manages the list in respect to removing clients */
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void TickClients(float a_Dt);
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// cListenThread::cCallback overrides:
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virtual void OnConnectionAccepted(cSocket & a_Socket) override;
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}; // tolua_export
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