diff options
-rw-r--r-- | src/ClientHandle.cpp | 365 | ||||
-rw-r--r-- | src/ClientHandle.h | 32 |
2 files changed, 229 insertions, 168 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index 1badbdaf7..a4b176efa 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -160,30 +160,34 @@ void cClientHandle::Destroy(void) m_Link.reset(); } { - cCSLock Lock(m_CSDestroyingState); + cCSLock Lock(m_CSState); if (m_State >= csDestroying) { // Already called + LOGD("%s: client %p, \"%s\" already destroyed, bailing out", __FUNCTION__, static_cast<void *>(this), m_Username.c_str()); return; } m_State = csDestroying; } - LOGD("%s: client %p, \"%s\"", __FUNCTION__, static_cast<void *>(this), m_Username.c_str()); + LOGD("%s: destroying client %p, \"%s\" @ %s", __FUNCTION__, static_cast<void *>(this), m_Username.c_str(), m_IPString.c_str()); + { + cCSLock lock(m_CSState); + m_State = csDestroyed; + } - if (m_Player != nullptr) + auto player = m_Player; + if (player != nullptr) { - cWorld * World = m_Player->GetWorld(); - if (World != nullptr) + auto world = player->GetWorld(); + if (world != nullptr) { - m_Player->StopEveryoneFromTargetingMe(); - m_Player->SetIsTicking(false); - World->RemovePlayer(m_Player, true); + player->StopEveryoneFromTargetingMe(); + player->SetIsTicking(false); + world->RemovePlayer(player, true); } - m_Player->RemoveClientHandle(); + player->RemoveClientHandle(); } - - m_State = csDestroyed; } @@ -318,84 +322,100 @@ void cClientHandle::Kick(const AString & a_Reason) void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties) { - if (m_State != csAuthenticating) + cWorld * World; { - return; - } + cCSLock lock(m_CSState); + /* + LOGD("Processing authentication for client %s @ %s (%p), state = %d", + m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load() + ); + //*/ - ASSERT(m_Player == nullptr); + if (m_State != csAuthenticating) + { + return; + } - m_Username = a_Name; + ASSERT(m_Player == nullptr); - // Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet): - if (m_UUID.empty()) - { - m_UUID = a_UUID; - } - if (m_Properties.empty()) - { - m_Properties = a_Properties; - } + m_Username = a_Name; - // Send login success (if the protocol supports it): - m_Protocol->SendLoginSuccess(); + // Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet): + if (m_UUID.empty()) + { + m_UUID = a_UUID; + } + if (m_Properties.empty()) + { + m_Properties = a_Properties; + } - // Spawn player (only serversided, so data is loaded) - m_Player = new cPlayer(m_Self, GetUsername()); - InvalidateCachedSentChunk(); - m_Self.reset(); + // Send login success (if the protocol supports it): + m_Protocol->SendLoginSuccess(); - cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName()); - if (World == nullptr) - { - World = cRoot::Get()->GetDefaultWorld(); - m_Player->SetPosition(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ()); - } + // Spawn player (only serversided, so data is loaded) + m_Player = new cPlayer(m_Self, GetUsername()); + /* + LOGD("Created a new cPlayer object at %p for client %s @ %s (%p)", + static_cast<void *>(m_Player), + m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this) + ); + //*/ + InvalidateCachedSentChunk(); + m_Self.reset(); - if (m_Player->GetGameMode() == eGameMode_NotSet) - { - m_Player->LoginSetGameMode(World->GetGameMode()); - } + World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName()); + if (World == nullptr) + { + World = cRoot::Get()->GetDefaultWorld(); + m_Player->SetPosition(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ()); + } - m_Player->SetIP (m_IPString); + if (m_Player->GetGameMode() == eGameMode_NotSet) + { + m_Player->LoginSetGameMode(World->GetGameMode()); + } - if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player)) - { - cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str())); - LOGINFO("Player %s has joined the game", m_Username.c_str()); - } + m_Player->SetIP (m_IPString); - m_ConfirmPosition = m_Player->GetPosition(); + if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player)) + { + cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str())); + LOGINFO("Player %s has joined the game", m_Username.c_str()); + } - // Return a server login packet - m_Protocol->SendLogin(*m_Player, *World); - m_LastSentDimension = World->GetDimension(); + m_ConfirmPosition = m_Player->GetPosition(); - // Send Weather if raining: - if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) - { - m_Protocol->SendWeather(World->GetWeather()); - } + // Return a server login packet + m_Protocol->SendLogin(*m_Player, *World); + m_LastSentDimension = World->GetDimension(); - // Send time: - m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled()); + // Send Weather if raining: + if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) + { + m_Protocol->SendWeather(World->GetWeather()); + } - // Send contents of the inventory window - m_Protocol->SendWholeInventory(*m_Player->GetWindow()); + // Send time: + m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled()); - // Send health - m_Player->SendHealth(); + // Send contents of the inventory window + m_Protocol->SendWholeInventory(*m_Player->GetWindow()); - // Send experience - m_Player->SendExperience(); + // Send health + m_Player->SendHealth(); - // Send player list items - SendPlayerListAddPlayer(*m_Player); - cRoot::Get()->BroadcastPlayerListsAddPlayer(*m_Player); - cRoot::Get()->SendPlayerLists(m_Player); + // Send experience + m_Player->SendExperience(); - m_Player->SetWorld(World); - m_State = csAuthenticated; + // Send player list items + SendPlayerListAddPlayer(*m_Player); + cRoot::Get()->BroadcastPlayerListsAddPlayer(*m_Player); + cRoot::Get()->SendPlayerLists(m_Player); + + m_Player->SetWorld(World); + m_State = csAuthenticated; + } // Query player team m_Player->UpdateTeam(); @@ -411,6 +431,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, m_PingStartTime = std::chrono::steady_clock::now() + std::chrono::seconds(3); // Send the first KeepAlive packet in 3 seconds cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); + // LOGD("Client %s @ %s (%p) has been fully authenticated", m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this)); } @@ -661,23 +682,38 @@ void cClientHandle::HandlePing(void) bool cClientHandle::HandleLogin(UInt32 a_ProtocolVersion, const AString & a_Username) { - // If the protocol version hasn't been set yet, set it now: - if (m_ProtocolVersion == 0) { - m_ProtocolVersion = a_ProtocolVersion; - } + cCSLock lock(m_CSState); + if (m_State != csConnected) + { + /* + LOGD("Client %s @ %s (%p, state %d) has disconnected before logging in, bailing out of login", + a_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load() + ); + //*/ + return false; + } - m_Username = a_Username; + // LOGD("Handling login for client %s @ %s (%p), state = %d", a_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load()); - // Let the plugins know about this event, they may refuse the player: - if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username)) - { - Destroy(); - return false; - } + // If the protocol version hasn't been set yet, set it now: + if (m_ProtocolVersion == 0) + { + m_ProtocolVersion = a_ProtocolVersion; + } + + m_Username = a_Username; + + // Let the plugins know about this event, they may refuse the player: + if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username)) + { + Destroy(); + return false; + } + m_State = csAuthenticating; + } // lock(m_CSState) // Schedule for authentication; until then, let the player wait (but do not block) - m_State = csAuthenticating; cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID()); return true; } @@ -2007,31 +2043,7 @@ void cClientHandle::Tick(float a_Dt) m_BreakProgress += m_Player->GetPlayerRelativeBlockHardness(Block); } - // Process received network data: - AString IncomingData; - { - cCSLock Lock(m_CSIncomingData); - std::swap(IncomingData, m_IncomingData); - } - if (!IncomingData.empty()) - { - m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); - } - - // Send any queued outgoing data: - AString OutgoingData; - { - cCSLock Lock(m_CSOutgoingData); - std::swap(OutgoingData, m_OutgoingData); - } - if (!OutgoingData.empty()) - { - cTCPLinkPtr Link(m_Link); // Grab a copy of the link in a multithread-safe way - if ((Link != nullptr)) - { - Link->Send(OutgoingData.data(), OutgoingData.size()); - } - } + ProcessProtocolInOut(); m_TicksSinceLastPacket += 1; if (m_TicksSinceLastPacket > 600) // 30 seconds time-out @@ -2040,17 +2052,27 @@ void cClientHandle::Tick(float a_Dt) return; } - if (m_Player == nullptr) + // If destruction is queued, destroy now: + if (m_State == csQueuedForDestruction) { + LOGD("Client %s @ %s (%p) has been queued for destruction, destroying now.", + m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this) + ); + Destroy(); return; } + // Only process further if the player object is valid: + if (m_Player == nullptr) + { + return; + } - // Freeze the player if it is standing on a chunk not yet sent to the client + // Freeze the player if they are standing in a chunk not yet sent to the client m_HasSentPlayerChunk = false; if (m_Player->GetParentChunk() != nullptr) { - // If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not + // If the chunk is invalid, it has definitely not been sent to the client yet if (m_Player->GetParentChunk()->IsValid()) { // Before iterating m_SentChunks, see if the player's coords equal m_CachedSentChunk @@ -2075,11 +2097,14 @@ void cClientHandle::Tick(float a_Dt) } // If the chunk the player's in was just sent, spawn the player: - if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld)) { - m_Protocol->SendPlayerMoveLook(); - m_State = csPlaying; - } + cCSLock lock(m_CSState); + if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld)) + { + m_Protocol->SendPlayerMoveLook(); + m_State = csPlaying; + } + } // lock(m_CSState) // Send a ping packet: if (m_State == csPlaying) @@ -2092,7 +2117,7 @@ void cClientHandle::Tick(float a_Dt) } } - if ((m_State >= csAuthenticated) && (m_State < csDestroying)) + if ((m_State >= csAuthenticated) && (m_State < csQueuedForDestruction)) { // Stream 4 chunks per tick for (int i = 0; i < 4; i++) @@ -2138,40 +2163,33 @@ void cClientHandle::Tick(float a_Dt) void cClientHandle::ServerTick(float a_Dt) { - // Process received network data: - AString IncomingData; - { - cCSLock Lock(m_CSIncomingData); - std::swap(IncomingData, m_IncomingData); - } - if (!IncomingData.empty()) - { - m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); - } + ProcessProtocolInOut(); - // Send any queued outgoing data: - AString OutgoingData; - { - cCSLock Lock(m_CSOutgoingData); - std::swap(OutgoingData, m_OutgoingData); - } - if ((m_Link != nullptr) && !OutgoingData.empty()) + // If destruction is queued, destroy now: + if (m_State == csQueuedForDestruction) { - m_Link->Send(OutgoingData.data(), OutgoingData.size()); + LOGD("Client %s @ %s (%p) has been queued for destruction, destroying now.", + m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this) + ); + Destroy(); + return; } - if (m_State == csAuthenticated) { - StreamNextChunk(); + cCSLock lock(m_CSState); + if (m_State == csAuthenticated) + { + StreamNextChunk(); - // Remove the client handle from the server, it will be ticked from its cPlayer object from now on - cRoot::Get()->GetServer()->ClientMovedToWorld(this); + // Remove the client handle from the server, it will be ticked from its cPlayer object from now on + cRoot::Get()->GetServer()->ClientMovedToWorld(this); - // Add the player to the world (start ticking from there): - m_State = csDownloadingWorld; - m_Player->Initialize(*(m_Player->GetWorld())); - return; - } + // Add the player to the world (start ticking from there): + m_State = csDownloadingWorld; + m_Player->Initialize(*(m_Player->GetWorld())); + return; + } + } // lock(m_CSState) m_TicksSinceLastPacket += 1; if (m_TicksSinceLastPacket > 600) // 30 seconds @@ -3138,7 +3156,7 @@ bool cClientHandle::HasPluginChannel(const AString & a_PluginChannel) bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ) { - if (m_State >= csDestroying) + if (m_State >= csQueuedForDestruction) { return false; } @@ -3153,7 +3171,7 @@ bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ) void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ) { - if (m_State >= csDestroying) + if (m_State >= csQueuedForDestruction) { return; } @@ -3207,24 +3225,22 @@ void cClientHandle::PacketError(UInt32 a_PacketType) void cClientHandle::SocketClosed(void) { // The socket has been closed for any reason + /* + LOGD("SocketClosed for client %s @ %s (%p), state = %d, m_Player = %p", + m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load(), static_cast<void *>(m_Player) + ); + //*/ - if (!m_Username.empty()) // Ignore client pings + // Log into console, unless it's a client ping: + if (!m_Username.empty()) { LOGD("Client %s @ %s disconnected", m_Username.c_str(), m_IPString.c_str()); cRoot::Get()->GetPluginManager()->CallHookDisconnect(*this, "Player disconnected"); } - if (m_Player != nullptr) - { - m_Player->GetWorld()->QueueTask([this](cWorld & World) - { - UNUSED(World); - Destroy(); - }); - } - else - { - Destroy(); - } + + // Queue self for destruction: + cCSLock lock(m_CSState); + m_State = csQueuedForDestruction; } @@ -3241,6 +3257,36 @@ void cClientHandle::SetSelf(cClientHandlePtr a_Self) +void cClientHandle::ProcessProtocolInOut(void) +{ + // Process received network data: + AString IncomingData; + { + cCSLock Lock(m_CSIncomingData); + std::swap(IncomingData, m_IncomingData); + } + if (!IncomingData.empty()) + { + m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); + } + + // Send any queued outgoing data: + AString OutgoingData; + { + cCSLock Lock(m_CSOutgoingData); + std::swap(OutgoingData, m_OutgoingData); + } + auto link = m_Link; + if ((link != nullptr) && !OutgoingData.empty()) + { + link->Send(OutgoingData.data(), OutgoingData.size()); + } +} + + + + + void cClientHandle::OnLinkCreated(cTCPLinkPtr a_Link) { m_Link = a_Link; @@ -3266,6 +3312,11 @@ void cClientHandle::OnReceivedData(const char * a_Data, size_t a_Length) void cClientHandle::OnRemoteClosed(void) { + /* + LOGD("Client socket for %s @ %s has been closed.", + m_Username.c_str(), m_IPString.c_str() + ); + //*/ { cCSLock Lock(m_CSOutgoingData); m_Link.reset(); diff --git a/src/ClientHandle.h b/src/ClientHandle.h index a361a0fb5..e6982d546 100644 --- a/src/ClientHandle.h +++ b/src/ClientHandle.h @@ -465,22 +465,28 @@ private: enum eState { - csConnected, ///< The client has just connected, waiting for their handshake / login - csAuthenticating, ///< The client has logged in, waiting for external authentication - csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick - csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them - csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back - csPlaying, ///< Normal gameplay - csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks - csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread + csConnected, ///< The client has just connected, waiting for their handshake / login + csAuthenticating, ///< The client has logged in, waiting for external authentication + csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick + csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them + csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back + csPlaying, ///< Normal gameplay + csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed) + csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks + csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread // TODO: Add Kicking here as well } ; - std::atomic<eState> m_State; + /* Mutex protecting m_State from concurrent writes. */ + cCriticalSection m_CSState; - /** m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads */ - cCriticalSection m_CSDestroyingState; + /** The current (networking) state of the client. + Protected from concurrent writes by m_CSState; but may be read by other threads concurrently. + If a function depends on m_State or wants to change m_State, it needs to lock m_CSState. + However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle of it, + it may just read m_State without locking m_CSState. */ + std::atomic<eState> m_State; /** If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() */ bool m_ShouldCheckDownloaded; @@ -556,6 +562,10 @@ private: /** Called right after the instance is created to store its SharedPtr inside. */ void SetSelf(cClientHandlePtr a_Self); + /** Processes the data in the network input and output buffers. + Called by both Tick() and ServerTick(). */ + void ProcessProtocolInOut(void); + // cTCPLink::cCallbacks overrides: virtual void OnLinkCreated(cTCPLinkPtr a_Link) override; virtual void OnReceivedData(const char * a_Data, size_t a_Length) override; |