244 lines
8.1 KiB
Java
244 lines
8.1 KiB
Java
package nl.andrewl.aos2_server;
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import nl.andrewl.aos2_server.model.ServerPlayer;
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import nl.andrewl.aos_core.Net;
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import nl.andrewl.aos_core.UsernameChecker;
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import nl.andrewl.aos_core.model.item.ItemStack;
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import nl.andrewl.aos_core.model.world.Chunk;
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import nl.andrewl.aos_core.model.world.WorldIO;
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import nl.andrewl.aos_core.net.TcpReceiver;
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import nl.andrewl.aos_core.net.connect.ConnectAcceptMessage;
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import nl.andrewl.aos_core.net.connect.ConnectRejectMessage;
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import nl.andrewl.aos_core.net.connect.ConnectRequestMessage;
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import nl.andrewl.aos_core.net.world.ChunkDataMessage;
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import nl.andrewl.aos_core.net.world.ChunkHashMessage;
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import nl.andrewl.record_net.Message;
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import nl.andrewl.record_net.util.ExtendedDataInputStream;
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import nl.andrewl.record_net.util.ExtendedDataOutputStream;
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import org.joml.Vector3i;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import java.io.IOException;
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import java.net.DatagramPacket;
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import java.net.DatagramSocket;
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import java.net.InetAddress;
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import java.net.Socket;
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import java.util.LinkedList;
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/**
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* Component which manages the establishing and maintenance of a connection
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* to a single client. This involves waiting for the client to send their
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* first {@link ConnectRequestMessage}, so that we can respond with either a
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* {@link ConnectRejectMessage} or {@link ConnectAcceptMessage}. If the player
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* is accepted, we proceed to register the player and begin receiving messages
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* from them.
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*/
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public class ClientCommunicationHandler {
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private static final Logger log = LoggerFactory.getLogger(ClientCommunicationHandler.class);
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private final Server server;
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private final Socket socket;
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private final DatagramSocket datagramSocket;
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private final ExtendedDataInputStream in;
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private final ExtendedDataOutputStream out;
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private InetAddress clientAddress;
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private int clientUdpPort = -1;
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private ServerPlayer player;
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public ClientCommunicationHandler(Server server, Socket socket, DatagramSocket datagramSocket) throws IOException {
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this.server = server;
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this.socket = socket;
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this.datagramSocket = datagramSocket;
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this.in = Net.getInputStream(socket.getInputStream());
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this.out = Net.getOutputStream(socket.getOutputStream());
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}
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public void shutdown() {
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try {
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if (!socket.isClosed()) socket.close();
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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/**
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* Used to set UDP port once we know it, since the client first sends their
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* connection request, then we accept, and <em>then</em> the client begins
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* the UDP communication.
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* @param port The client's port.
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*/
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public void setClientUdpPort(int port) {
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this.clientUdpPort = port;
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}
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private void handleTcpMessage(Message msg) {
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log.debug("Received TCP message from client \"{}\": {}", player.getUsername(), msg.toString());
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if (msg instanceof ChunkHashMessage hashMessage) {
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Chunk chunk = server.getWorld().getChunkAt(new Vector3i(hashMessage.cx(), hashMessage.cy(), hashMessage.cz()));
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if (chunk != null && hashMessage.hash() != chunk.blockHash()) {
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sendTcpMessage(new ChunkDataMessage(chunk));
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}
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}
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}
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public void establishConnection() throws IOException {
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socket.setSoTimeout(1000);
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boolean connectionEstablished = false;
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int attempts = 0;
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while (!connectionEstablished && attempts < 10) {
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try {
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Message msg = Net.read(in);
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if (msg instanceof ConnectRequestMessage connectMsg) {
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log.debug("Received connect request from player \"{}\"", connectMsg.username());
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// Ensure the connection is valid.
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if (!UsernameChecker.isValid(connectMsg.username())) {
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Net.write(new ConnectRejectMessage("Invalid username."), out);
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socket.close();
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return;
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}
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if (server.getPlayerManager().getPlayers().stream().anyMatch(p -> p.getUsername().equals(connectMsg.username()))) {
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Net.write(new ConnectRejectMessage("Username is already taken."), out);
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socket.close();
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return;
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}
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// Try to set the TCP timeout back to 0 now that we've got the correct request.
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socket.setSoTimeout(0);
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this.clientAddress = socket.getInetAddress();
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connectionEstablished = true;
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this.player = server.getPlayerManager().register(this, connectMsg.username());
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Net.write(new ConnectAcceptMessage(player.getId()), out);
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log.debug("Sent connect accept message.");
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sendInitialData();
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log.debug("Sent initial data.");
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// Initiate a TCP receiver thread to accept incoming messages from the client.
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TcpReceiver tcpReceiver = new TcpReceiver(in, this::handleTcpMessage)
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.withShutdownHook(() -> server.getPlayerManager().deregister(this.player));
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new Thread(tcpReceiver).start();
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}
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} catch (IOException e) {
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log.warn("An IOException occurred while attempting to establish a connection to a client.", e);
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}
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attempts++;
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}
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if (!connectionEstablished) {
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try {
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Net.write(new ConnectRejectMessage("Too many connect attempts failed."), out);
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} catch (IOException e) {
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e.printStackTrace();
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}
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log.warn("Player couldn't connect after {} attempts. Aborting connection.", attempts);
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socket.close();
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}
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}
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public void sendTcpMessage(Message msg) {
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try {
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Net.write(msg, out);
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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public void sendDatagramPacket(Message msg) {
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try {
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sendDatagramPacket(Net.write(msg));
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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public void sendDatagramPacket(byte[] data) {
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if (clientUdpPort != -1) {
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DatagramPacket packet = new DatagramPacket(data, data.length, clientAddress, clientUdpPort);
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sendDatagramPacket(packet);
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} else {
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log.warn("Can't send datagram packet because we don't know the client's UDP port yet.");
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}
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}
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public void sendDatagramPacket(DatagramPacket packet) {
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try {
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if (clientUdpPort != -1) {
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packet.setAddress(clientAddress);
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packet.setPort(clientUdpPort);
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datagramSocket.send(packet);
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}
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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/**
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* Dedicated method to send all initial data to the client when they first
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* connect. We don't use record-net for this, but a custom stream writing
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* operation to improve efficiency.
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*/
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private void sendInitialData() throws IOException {
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// First world data. We send this in the same format that we'd use for files.
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WorldIO.write(server.getWorld(), out);
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// Team data.
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var teams = server.getTeamManager().getTeams();
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out.writeInt(teams.size());
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for (var team : teams) {
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out.writeInt(team.getId());
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out.writeString(team.getName());
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out.writeFloat(team.getColor().x());
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out.writeFloat(team.getColor().y());
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out.writeFloat(team.getColor().z());
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out.writeFloat(team.getSpawnPoint().x());
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out.writeFloat(team.getSpawnPoint().y());
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out.writeFloat(team.getSpawnPoint().z());
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}
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// Player data.
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var otherPlayers = new LinkedList<>(server.getPlayerManager().getPlayers());
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otherPlayers.remove(player);
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out.writeInt(otherPlayers.size());
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for (var player : otherPlayers) {
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out.writeInt(player.getId());
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out.writeString(player.getUsername());
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if (player.getTeam() == null) {
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out.writeInt(-1);
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} else {
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out.writeInt(player.getTeam().getId());
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}
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out.writeFloat(player.getPosition().x());
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out.writeFloat(player.getPosition().y());
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out.writeFloat(player.getPosition().z());
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out.writeFloat(player.getVelocity().x());
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out.writeFloat(player.getVelocity().y());
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out.writeFloat(player.getVelocity().z());
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out.writeFloat(player.getOrientation().x());
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out.writeFloat(player.getOrientation().y());
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out.writeBoolean(player.isCrouching());
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out.writeInt(player.getInventory().getSelectedItemStack().getType().getId());
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out.writeByte(player.getInventory().getSelectedBlockValue());
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}
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// Send the player's own inventory data.
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out.writeInt(player.getInventory().getItemStacks().size());
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for (var stack : player.getInventory().getItemStacks()) {
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ItemStack.write(stack, out);
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}
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out.writeInt(player.getInventory().getSelectedIndex());
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// Send the player's own player data.
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if (player.getTeam() == null) {
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out.writeInt(-1);
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} else {
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out.writeInt(player.getTeam().getId());
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}
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out.writeFloat(player.getPosition().x());
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out.writeFloat(player.getPosition().y());
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out.writeFloat(player.getPosition().z());
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}
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}
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