Revamp CNShared logic

* Use a specialized connection object
* Copy the Player object less frequently
* Use a randomly generated serial key for shard auth
* Refuse invalid shard connection attempts
* Clean up connection metadata when a Player joins the shard
* Prune abandoned connections when they time out
This commit is contained in:
2022-07-24 00:16:04 +02:00
parent c5dd745aa1
commit 741bfb675b
6 changed files with 78 additions and 48 deletions

View File

@@ -28,7 +28,7 @@ using namespace PlayerManager;
std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player plr) {
static void addPlayer(CNSocket* key, Player& plr) {
Player *p = new Player();
// copy object into heap memory
@@ -209,20 +209,22 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
auto enter = (sP_CL2FE_REQ_PC_ENTER*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_ENTER_SUCC, response);
// TODO: check if serialkey exists, if it doesn't send sP_FE2CL_REP_PC_ENTER_FAIL
Player plr = CNShared::getPlayer(enter->iEnterSerialKey);
LoginMetadata *lm = CNShared::getLoginMetadata(enter->iEnterSerialKey);
if (lm == nullptr) {
delete lm;
std::cout << "[WARN] Refusing invalid REQ_PC_ENTER" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ENTER_FAIL, fail);
sock->sendPacket(fail, P_FE2CL_REP_PC_ENTER_FAIL);
return;
}
// for convenience
Player& plr = lm->plr;
plr.groupCnt = 1;
plr.iIDGroup = plr.groupIDs[0] = plr.iID;
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
std::cout << "\tID: " << AUTOU16TOU8(enter->szID) << std::endl;
std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
std::cout << "\tTemp: " << enter->iTempValue << std::endl;
std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
)
// check if account is already in use
if (isAccountInUse(plr.accountId)) {
// kick the other player
@@ -267,7 +269,6 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
// nanos
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
//response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i] = {0};
}
for (int i = 0; i < 3; i++) {
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
@@ -308,11 +309,10 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1];
}
plr.SerialKey = enter->iEnterSerialKey;
plr.instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
sock->setFEKey(plr.FEKey);
sock->setFEKey(lm->FEKey);
sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
@@ -320,7 +320,9 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
// transmit MOTD after entering the game, so the client hopefully changes modes on time
Chat::sendServerMessage(sock, settings::MOTDSTRING);
// copy Player object into the shard
addPlayer(sock, plr);
// check if there is an expiring vehicle
Items::checkItemExpire(sock, getPlayer(sock));
@@ -337,6 +339,9 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
for (auto& pair : players)
if (pair.second->notify)
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
// deallocate lm (and therefore the plr object)
delete lm;
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
@@ -705,4 +710,6 @@ void PlayerManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, exitPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, changePlayerGuide);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET, setFirstUseFlag);
REGISTER_SHARD_TIMER(CNShared::pruneLoginMetadata, CNSHARED_TIMEOUT);
}