mirror of
https://github.com/Sanae6/SmoOnlineServer.git
synced 2024-11-16 08:35:07 +00:00
11c291c105
Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally.
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
using System.Buffers;
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using System.Collections.Concurrent;
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using System.Diagnostics;
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using System.Net.Sockets;
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using System.Runtime.InteropServices;
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using Shared;
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using Shared.Packet;
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using Shared.Packet.Packets;
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namespace Server;
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public class Client : IDisposable {
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public readonly ConcurrentDictionary<string, object?> Metadata = new ConcurrentDictionary<string, object?>(); // can be used to store any information about a player
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public bool Connected = false;
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public bool Ignored = false;
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public CostumePacket? CurrentCostume = null; // required for proper client sync
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public string Name {
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get => Logger.Name;
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set => Logger.Name = value;
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}
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public Guid Id;
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public Socket? Socket;
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public Server Server { get; init; } = null!; //init'd in object initializer
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public Logger Logger { get; }
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public Client(Socket socket) {
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Socket = socket;
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Logger = new Logger("Unknown User");
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}
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// copy Client to use existing data for a new reconnected connection with a new socket
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public Client(Client other, Socket socket) {
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Metadata = other.Metadata;
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Connected = other.Connected;
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CurrentCostume = other.CurrentCostume;
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Id = other.Id;
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Socket = socket;
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Server = other.Server;
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Logger = other.Logger;
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}
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public void Dispose() {
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if (Socket?.Connected is true)
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Socket.Disconnect(false);
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}
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public async Task Send<T>(T packet, Client? sender = null) where T : struct, IPacket {
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IMemoryOwner<byte> memory = MemoryPool<byte>.Shared.RentZero(Constants.HeaderSize + packet.Size);
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PacketAttribute packetAttribute = Constants.PacketMap[typeof(T)];
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try {
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Server.FillPacket(new PacketHeader {
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Id = sender?.Id ?? Id,
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Type = packetAttribute.Type,
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PacketSize = packet.Size
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}, packet, memory.Memory);
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}
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catch (Exception e) {
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Logger.Error($"Failed to serialize {packetAttribute.Type}");
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Logger.Error(e);
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}
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await Socket!.SendAsync(memory.Memory[..(Constants.HeaderSize + packet.Size)], SocketFlags.None);
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memory.Dispose();
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}
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public async Task Send(Memory<byte> data, Client? sender) {
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PacketHeader header = new PacketHeader();
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header.Deserialize(data.Span);
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if (!Connected && header.Type is not PacketType.Connect) {
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Server.Logger.Error($"Didn't send {header.Type} to {Id} because they weren't connected yet");
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return;
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}
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await Socket!.SendAsync(data[..(Constants.HeaderSize + header.PacketSize)], SocketFlags.None);
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}
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public static bool operator ==(Client? left, Client? right) {
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return left is { } leftClient && right is { } rightClient && leftClient.Id == rightClient.Id;
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}
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public static bool operator !=(Client? left, Client? right) {
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return !(left == right);
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}
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public override bool Equals(object? obj) {
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if (obj is Client)
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return this == (Client)obj;
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else
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return false;
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}
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public override int GetHashCode() {
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return Id.GetHashCode(); //relies upon same info as == operator.
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}
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}
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