public static int Schedule(ClientConnection conn, int priority) { int id; lock (syncRoot) { if (priority > 2 || priority < 0) { // bypass queue id = AssignSlotOrQueue(conn, 3); } else { id = AssignSlotOrQueue(conn, priority); } } // we send here, so as to prevent a deadlock between our lock // and the connection's sendqueue lock if (id == -1) { var msg = NetMessage.PrepareThreadInstance(); msg.SendTileLoading(1, WaitingMessage(conn)); conn.Send(msg.Output); } else if (id >= 0) { var msg = NetMessage.PrepareThreadInstance(); msg.ConnectionResponse(id); conn.Send(msg.Output); } return(id); }
public static int Schedule(ClientConnection conn, int priority) { int id; lock (syncRoot) { if (priority > 2 || priority < 0) { // bypass queue id = AssignSlotOrQueue (conn, 3); } else id = AssignSlotOrQueue (conn, priority); } // we send here, so as to prevent a deadlock between our lock // and the connection's sendqueue lock if (id == -1) { var msg = NetMessage.PrepareThreadInstance (); msg.SendTileLoading (1, WaitingMessage (conn)); conn.Send (msg.Output); } else if (id >= 0) { var msg = NetMessage.PrepareThreadInstance (); msg.ConnectionResponse (id); conn.Send (msg.Output); } return id; }
public override void Process(ClientConnection conn, byte[] readBuffer, int length, int num) { int start = num - 1; string password = Encoding.ASCII.GetString(readBuffer, num, length - num + start); if (conn.State == SlotState.SERVER_AUTH) { var ctx = new HookContext { Connection = conn, }; var args = new HookArgs.ServerPassReceived { Password = password, }; HookPoints.ServerPassReceived.Invoke (ref ctx, ref args); if (ctx.CheckForKick ()) return; if (ctx.Result == HookResult.ASK_PASS) { var msg = NetMessage.PrepareThreadInstance (); msg.PasswordRequest (); conn.Send (msg.Output); } else if (ctx.Result == HookResult.CONTINUE || password == NetPlay.password) { conn.State = SlotState.ACCEPTED; var msg = NetMessage.PrepareThreadInstance (); msg.ConnectionResponse (253 /* dummy value, real slot assigned later */); conn.Send (msg.Output); return; } conn.Kick ("Incorrect server password."); } else if (conn.State == SlotState.PLAYER_AUTH) { var name = conn.Player.Name ?? ""; var ctx = new HookContext { Connection = conn, Player = conn.Player, Sender = conn.Player, }; var args = new HookArgs.PlayerPassReceived { Password = password, }; HookPoints.PlayerPassReceived.Invoke (ref ctx, ref args); if (ctx.CheckForKick ()) return; if (ctx.Result == HookResult.ASK_PASS) { var msg = NetMessage.PrepareThreadInstance (); msg.PasswordRequest (); conn.Send (msg.Output); } else // HookResult.DEFAULT { var lower = name.ToLower(); bool reserved = false; //conn.Queue = (int)loginEvent.Priority; foreach (var otherPlayer in Main.players) { //var otherSlot = Netplay.slots[otherPlayer.whoAmi]; var otherConn = otherPlayer.Connection; if (otherPlayer.Name != null && lower == otherPlayer.Name.ToLower() && otherConn != null && otherConn.State >= SlotState.CONNECTED) { if (! reserved) { reserved = SlotManager.HandoverSlot (otherConn, conn); } otherConn.Kick ("Replaced by new connection."); } } //conn.State = SlotState.SENDING_WORLD; if (! reserved) // reserved slots get assigned immediately during the kick { SlotManager.Schedule (conn, conn.DesiredQueue); } //NetMessage.SendData (4, -1, whoAmI, name, whoAmI); // broadcast player data now // replay packets from side buffer //conn.conn.ProcessSideBuffer (); //var buf = NetMessage.buffer[whoAmI]; //NetMessage.CheckBytes (whoAmI, buf.sideBuffer, ref buf.sideBufferBytes, ref buf.sideBufferMsgLen); //buf.ResetSideBuffer (); //NetMessage.SendData (7, whoAmI); // continue with world data } } }
public override void Process(ClientConnection conn, byte[] readBuffer, int length, int num) { string chat; if(!ParseString(readBuffer, num + 4, length - 5, out chat)) { conn.Kick("Invalid characters in chat message."); return; } if (conn.State < SlotState.PLAYING) { if (chat != "/playing") { ProgramLog.Debug.Log ("{0}: sent message PLAYER_CHAT in state {1}.", conn.RemoteAddress, conn.State); conn.Kick ("Invalid operation at this state."); } else { ProgramLog.Debug.Log ("Replying to early online player query."); var msg = NetMessage.PrepareThreadInstance (); msg.PlayerChat (255, string.Concat ("Current players: ", String.Join (", ", from p in Main.players where p.Active select p.Name), "."), 255, 240, 20); conn.Send (msg.Output); } return; } int whoAmI = conn.SlotIndex; var player = Main.players[whoAmI]; if (chat.Length == 0) //TODO: check for undetectable spam return; if (chat.Substring(0, 1).Equals("/")) { if (Main.players[whoAmI].Op) ProgramLog.Admin.Log (player.Name + " sent command: " + chat); else ProgramLog.Users.Log (player.Name + " sent command: " + chat); Program.commandParser.ParsePlayerCommand (player, chat); return; } Color color = ChatColor.White; if (player.Op) { color = ChatColor.DeepSkyBlue; } else if (player.Difficulty == 1) { color = ChatColor.Khaki; } else if (player.Difficulty == 2) { color = ChatColor.Tomato; } else if (player.team > 0 && player.team < Main.teamColor.Length) { color = Main.teamColor[player.team]; } var ctx = new HookContext { Connection = player.Connection, Sender = player, Player = player, }; var args = new HookArgs.PlayerChat { Message = chat, Color = color, }; HookPoints.PlayerChat.Invoke (ref ctx, ref args); if (ctx.CheckForKick() || ctx.Result == HookResult.IGNORE) return; NetMessage.SendData (Packet.PLAYER_CHAT, -1, -1, chat, whoAmI, args.Color.R, args.Color.G, args.Color.B); ProgramLog.Chat.Log ("<" + player.Name + "> " + chat, SendingLogger.PLAYER); }
public override void Process(ClientConnection conn, byte[] readBuffer, int length, int num) { // ServerSlot slot = Netplay.slots[whoAmI]; // PlayerLoginEvent loginEvent = new PlayerLoginEvent(); // loginEvent.Slot = slot; // loginEvent.Sender = Main.players[whoAmI]; // Server.PluginManager.processHook(Plugin.Hooks.PLAYER_PRELOGIN, loginEvent); // if ((loginEvent.Cancelled || loginEvent.Action == PlayerLoginAction.REJECT) && (slot.state & SlotState.DISCONNECTING) == 0) // { // slot.Kick ("Disconnected by server."); // return; // } string clientName = conn.RemoteAddress.Split(':')[0]; // // if (Server.BanList.containsException(clientName)) // { // slot.Kick ("You are banned from this Server."); // return; // } if (Program.properties.UseWhiteList && !Server.WhiteList.containsException(clientName)) { conn.Kick ("You are not on the WhiteList."); return; } string version = Networking.StringCache.FindOrMake (new ArraySegment<byte> (readBuffer, num, length - 1)); var ctx = new HookContext { Connection = conn, }; var args = new HookArgs.ConnectionRequestReceived { Version = version, }; HookPoints.ConnectionRequestReceived.Invoke (ref ctx, ref args); if (ctx.CheckForKick ()) return; if (ctx.Result == HookResult.DEFAULT && !(version == "Terraria" + Statics.CURRENT_TERRARIA_RELEASE)) { if (version.Length > 30) version = version.Substring (0, 30); ProgramLog.Debug.Log ("Client version string: {0}", version); conn.Kick (string.Concat ("This server requires Terraria ", Statics.VERSION_NUMBER)); return; } var msg = NetMessage.PrepareThreadInstance (); if (ctx.Result == HookResult.ASK_PASS || (NetPlay.password != null && NetPlay.password != "")) { conn.State = SlotState.SERVER_AUTH; msg.PasswordRequest (); conn.Send (msg.Output); return; } conn.State = SlotState.ACCEPTED; msg.ConnectionResponse (253 /* arbitrary fake value, true slot assigned later */); conn.Send (msg.Output); }
public override void Process(ClientConnection conn, byte[] readBuffer, int length, int num) { int start = num - 1; if (conn.State == SlotState.ASSIGNING_SLOT) { // TODO: verify that data didn't change. int who = conn.SlotIndex; NetMessage.SendData (4, -1, who, conn.Player.Name, who); return; } if (conn.Player != null) { conn.Kick ("Player data sent twice."); return; } var player = new Player (); conn.Player = player; player.Connection = conn; player.IPAddress = conn.RemoteAddress; player.whoAmi = conn.SlotIndex; var data = new HookArgs.PlayerDataReceived (); data.Parse (readBuffer, num + 1, length); if (data.Hair >= MAX_HAIR_ID) { data.Hair = 0; } var ctx = new HookContext { Connection = conn, Player = player, Sender = player, }; HookPoints.PlayerDataReceived.Invoke (ref ctx, ref data); if (ctx.CheckForKick ()) return; if (! data.NameChecked) { string error; if (! data.CheckName (out error)) { conn.Kick (error); return; } } if (! data.BansChecked) { string address = conn.RemoteAddress.Split(':')[0]; if (Server.BanList.containsException (address) || Server.BanList.containsException (data.Name)) { ProgramLog.Admin.Log ("Prevented user {0} from accessing the server.", data.Name); conn.Kick ("You are banned from this server."); return; } } data.Apply (player); if (ctx.Result == HookResult.ASK_PASS) { conn.State = SlotState.PLAYER_AUTH; var msg = NetMessage.PrepareThreadInstance (); msg.PasswordRequest (); conn.Send (msg.Output); return; } else // HookResult.DEFAULT { // don't allow replacing connections for guests, but do for registered users if (conn.State < SlotState.PLAYING) { var lname = player.Name.ToLower(); foreach (var otherPlayer in Main.players) { var otherSlot = NetPlay.slots[otherPlayer.whoAmi]; if (otherPlayer.Name != null && lname == otherPlayer.Name.ToLower() && otherSlot.state >= SlotState.CONNECTED) { conn.Kick ("A \"" + otherPlayer.Name + "\" is already on this server."); return; } } } //conn.Queue = (int)loginEvent.Priority; // actual queueing done on world request message // and now decide whether to queue the connection //SlotManager.Schedule (conn, (int)loginEvent.Priority); //NetMessage.SendData (4, -1, -1, player.Name, whoAmI); } }
public static void FreeSlot(int id) { ClientConnection assignedTo = null; var slot = NetPlay.slots[id]; slot.Reset(); lock (syncRoot) { if (handovers[id] != null) { assignedTo = handovers[id]; handovers[id] = null; if (!AssignSlot(assignedTo, id)) { assignedTo = null; ProgramLog.Debug.Log("Slot {0} handover failed.", id); } else { ProgramLog.Debug.Log("Slot {0} handover successful.", id); } } if (assignedTo == null) { assignedTo = FindForSlot(id); } if (assignedTo == null) { PushSlot(id); ProgramLog.Debug.Log("Freed slot {0}", id); // this is for when a privileged slot is freed, but no privileged clients are waiting // so we check if we have an unprivileged slot to use if (isPrivileged[id] && (freeSlots.Count > 0 && freeSlots.Count > (privSlotsInUse - overlimitSlots))) { id = freeSlots.Pop(); assignedTo = FindForSlot(id); if (assignedTo == null) { freeSlots.Push(id); return; } } else { return; } } } var msg = NetMessage.PrepareThreadInstance(); msg.ConnectionResponse(id); assignedTo.Send(msg.Output); }