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