UnrealScript library and basis for all Acedia Framework mods
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/**
* This service tracks current connections to the server
* as well as their basic information,
* like IP or steam ID of connecting player.
* Copyright 2019 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class ConnectionService extends Service;
// Stores basic information about a connection
struct Connection
{
var public PlayerController controllerReference;
// Native code will change player's name, so lets store the original value
var public string originalName;
// Remember these for the time `controllerReference` dies
// and becomes `none`.
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var public string networkAddress;
var public string idHash;
// Reference to `AcediaReplicationInfo` for this client,
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// in case it was created.
var private AcediaReplicationInfo acediaRI;
};
var private array<Connection> activeConnections;
// We consider connection created once appropriate
// `KFSteamStatsAndAchievements` spawns, however `PlayerController` usually
// spawns a tick earlier and that is the moment when some of the information
// needs to be obtained.
// To later re-associate it with `Connection` structure we temporarily
// store it by pairing with `PlayerController`.
struct PendingConnection
{
var private PlayerController controllerReference;
var private string originalName;
// `KFSteamStatsAndAchievements` should be created a tick after
// `PlayerController` reference, so we can discard any `PendingConnection`s
// that have lasted too long without matching a `Connection`.
var private int ticksPassed;
};
var private array<PendingConnection> pendingConnections;
// We record the name, given to us in the options from `OnModifyLogin` event
// in this variable. Since corresponding `PlayerController` is created inside
// `Login()` function right after that - it is easy to associate.
var private string lastNickNameFromModifyLogin;
var private const int PENDING_CONNECTION_LIFETIME;
var private Connection_Signal onConnectionEstablishedSignal;
var private Connection_Signal onConnectionLostSignal;
/**
* Signal that will be emitted when new player connection is established.
*
* [Signature]
* void <slot>(ConnectionService.Connection newConnection)
*
* @param newConnection Structure that describes new connection.
*/
/* SIGNAL */
public final function Connection_Slot OnConnectionEstablished(
AcediaObject receiver)
{
return Connection_Slot(onConnectionEstablishedSignal.NewSlot(receiver));
}
/**
* Signal that will be emitted when the player connection is lost.
*
* [Signature]
* void <slot>(ConnectionService.Connection lostConnection)
*
* @param newConnection Structure that describes lost connection.
*/
/* SIGNAL */
public final function Connection_Slot OnConnectionLost(AcediaObject receiver)
{
return Connection_Slot(onConnectionLostSignal.NewSlot(receiver));
}
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// Clean disconnected and manually find all new players on launch
protected function OnLaunch()
{
local Controller nextController;
local PlayerController nextPlayerController;
_.unreal.mutator.OnModifyLogin(_self).connect = RememberLoginOptions;
_.unreal.mutator.OnCheckReplacement(_self).connect = TryAddingController;
_.unreal.mutator.OnCheckReplacement(_self).connect =
RecordPendingInformation;
onConnectionEstablishedSignal =
Connection_Signal(_.memory.Allocate(class'Connection_Signal'));
onConnectionLostSignal =
Connection_Signal(_.memory.Allocate(class'Connection_Signal'));
RemoveBrokenConnections();
nextController = level.controllerList;
while (nextController != none)
{
nextPlayerController = PlayerController(nextController);
if (nextPlayerController != none) {
RegisterConnection(nextPlayerController);
}
nextController = nextController.nextController;
}
}
protected function OnShutdown()
{
default.activeConnections = activeConnections;
_.unreal.mutator.OnModifyLogin(_self).Disconnect();
_.unreal.mutator.OnCheckReplacement(_self).Disconnect();
_.memory.Free(onConnectionEstablishedSignal);
_.memory.Free(onConnectionLostSignal);
onConnectionEstablishedSignal = none;
onConnectionLostSignal = none;
}
// Returning `true` guarantees that `controllerToCheck != none`
// and `controllerToCheck.playerReplicationInfo != none`.
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private function bool IsHumanController(PlayerController controllerToCheck)
{
local PlayerReplicationInfo replicationInfo;
if (controllerToCheck == none) return false;
if (!controllerToCheck.bIsPlayer) return false;
// Is this a WebAdmin that did not yet set `bIsPlayer = false`?
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if (MessagingSpectator(controllerToCheck) != none) return false;
// Check replication info
replicationInfo = controllerToCheck.playerReplicationInfo;
if (replicationInfo == none) return false;
if (replicationInfo.bBot) return false;
return true;
}
// Returns index of the connection corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
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private function int GetConnectionIndex(PlayerController controllerToCheck)
{
local int i;
if (controllerToCheck == none) return -1;
for (i = 0; i < activeConnections.length; i += 1)
{
if (activeConnections[i].controllerReference == controllerToCheck) {
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return i;
}
}
return -1;
}
// Remove connections with now invalid (`none`) player controller reference.
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private function RemoveBrokenConnections()
{
local int i;
while (i < activeConnections.length)
{
if (activeConnections[i].controllerReference == none)
{
if (activeConnections[i].acediaRI != none) {
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activeConnections[i].acediaRI.Destroy();
}
onConnectionLostSignal.Emit(activeConnections[i]);
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activeConnections.Remove(i, 1);
}
else {
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i += 1;
}
}
// Silently remove outdated pending connection
i = 0;
while (i < pendingConnections.length)
{
pendingConnections[i].ticksPassed += 1;
if ( pendingConnections[i].controllerReference == none
|| pendingConnections[i].ticksPassed > PENDING_CONNECTION_LIFETIME)
{
pendingConnections.Remove(i, 1);
}
else {
i += 1;
}
}
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}
/**
* Returns connection corresponding to a given player controller.
*
* @param player `PlayerController` for which this method will return
* a connection.
* @return `Connection` structure for the given `player`.
* For `none` returns an "empty connection" structure that has all it's
* variables set to their default values. Can also potentially return
* "empty connection" for a valid `PlayerController` if this method was
* called before `ConnectionService` had the change to register
* a connection for the given `PlayerController`.
*/
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public final function Connection GetConnection(PlayerController player)
{
local int connectionIndex;
local Connection emptyConnection;
connectionIndex = GetConnectionIndex(player);
if (connectionIndex < 0) {
return emptyConnection;
}
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return activeConnections[connectionIndex];
}
/**
* Attempts to register a connection for this player controller.
* IMPORTANT: Should not be used outside of `ConnectionService` module.
*
* @param player `PlayerController` for which caller service will
* have to track a connection.
* @return `true` if connection is registered (even if it was already added).
*/
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public final function bool RegisterConnection(PlayerController player)
{
local int pendingIndex;
local Connection newConnection;
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if (!IsHumanController(player)) return false;
if (GetConnectionIndex(player) >= 0) return true;
newConnection.controllerReference = player;
newConnection.idHash = player.GetPlayerIDHash();
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newConnection.networkAddress = player.GetPlayerNetworkAddress();
pendingIndex = GetPendingConnectionIndex(player);
if (pendingIndex >= 0)
{
newConnection.originalName =
pendingConnections[pendingIndex].originalName;
pendingConnections.Remove(pendingIndex, 1);
}
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activeConnections[activeConnections.length] = newConnection;
// Remember recorded connections in case someone decides to
// nuke this service
default.activeConnections = activeConnections;
onConnectionEstablishedSignal.Emit(newConnection);
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return true;
}
/**
* Returns list of currently active connections.
*
* By default can return connections with already disconnected player
* (can happen if player disconnected during this tick and `ConnectionService`
* has not yet had an opportunity to handle it as a player disconnecting).
* This behavior can be changed via `removeBroken` parameter.
*
* @param removeBroken Setting this to `true` will cause
* `ConnectionService` to first try and detect broken connections.
* Doing so might change the state of `ConnectionService` and might
* trigger disconnect events. It is recommended to leave this as `false`
* and manually check if `PlayerController`s are not `none`.
* @return Array that contains all current connection records.
*/
public final function array<Connection> GetActiveConnections(
optional bool removeBroken)
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{
if (removeBroken) {
RemoveBrokenConnections();
}
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return activeConnections;
}
private function RememberLoginOptions(out string portal, out string options)
{
lastNickNameFromModifyLogin =
_.unreal.GetGameType().ParseOption(options, "Name");
}
private function bool RecordPendingInformation(
Actor other,
out byte isSuperRelevant)
{
local int pendingIndex;
local PlayerController newPlayerController;
newPlayerController = PlayerController(other);
if (newPlayerController != none)
{
pendingIndex = GetPendingConnectionIndex(newPlayerController);
pendingConnections[pendingIndex].originalName =
lastNickNameFromModifyLogin;
lastNickNameFromModifyLogin = "";
}
return true;
}
private function bool TryAddingController(Actor other, out byte isSuperRelevant)
{
// We are looking for `KFSteamStatsAndAchievements` instead of
// `PlayerController` because, by the time they it's created,
// controller should have a valid reference to `PlayerReplicationInfo`,
// as well as valid network address and IDHash (steam id).
// However, neither of those are properly initialized at the point when
// `CheckReplacement` is called for `PlayerController`.
//
// Since `KFSteamStatsAndAchievements`
// is created soon after (at the same tick)
// for each new `PlayerController`,
// we will be detecting new users right after server
// detected and properly initialized them.
if (KFSteamStatsAndAchievements(other) != none) {
RegisterConnection(PlayerController(other.owner));
}
return true;
}
// Returns valid index (creating a record, if necessary) in
// `pendingConnections`for any non-`none` reference.
// Otherwise returns `-1`.
private function int GetPendingConnectionIndex(PlayerController controller)
{
local int index;
local PendingConnection newRecord;
if (controller == none) {
return -1;
}
for (index = 0; index < pendingConnections.length; index += 1)
{
if (pendingConnections[index].controllerReference == controller) {
return index;
}
}
index = pendingConnections.length;
newRecord.controllerReference = controller;
pendingConnections[index] = newRecord;
return index;
}
// Check if connections are still active every tick.
// Should not take any noticeable time when no players are disconnecting.
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event Tick(float delta)
{
RemoveBrokenConnections();
}
defaultproperties
{
// Pending connection should not live more than one tick,
// but give it more time just in case;
// It will not cause any issues regardless.
PENDING_CONNECTION_LIFETIME = 5
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}