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SmoOnlineServer/Server/Client.cs
Robin C. Ladiges 11c291c105
fix: actually working ban functionality
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.
2023-03-24 01:02:26 +01:00

98 lines
3.2 KiB
C#

using System.Buffers;
using System.Collections.Concurrent;
using System.Diagnostics;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using Shared;
using Shared.Packet;
using Shared.Packet.Packets;
namespace Server;
public class Client : IDisposable {
public readonly ConcurrentDictionary<string, object?> Metadata = new ConcurrentDictionary<string, object?>(); // can be used to store any information about a player
public bool Connected = false;
public bool Ignored = false;
public CostumePacket? CurrentCostume = null; // required for proper client sync
public string Name {
get => Logger.Name;
set => Logger.Name = value;
}
public Guid Id;
public Socket? Socket;
public Server Server { get; init; } = null!; //init'd in object initializer
public Logger Logger { get; }
public Client(Socket socket) {
Socket = socket;
Logger = new Logger("Unknown User");
}
// copy Client to use existing data for a new reconnected connection with a new socket
public Client(Client other, Socket socket) {
Metadata = other.Metadata;
Connected = other.Connected;
CurrentCostume = other.CurrentCostume;
Id = other.Id;
Socket = socket;
Server = other.Server;
Logger = other.Logger;
}
public void Dispose() {
if (Socket?.Connected is true)
Socket.Disconnect(false);
}
public async Task Send<T>(T packet, Client? sender = null) where T : struct, IPacket {
IMemoryOwner<byte> memory = MemoryPool<byte>.Shared.RentZero(Constants.HeaderSize + packet.Size);
PacketAttribute packetAttribute = Constants.PacketMap[typeof(T)];
try {
Server.FillPacket(new PacketHeader {
Id = sender?.Id ?? Id,
Type = packetAttribute.Type,
PacketSize = packet.Size
}, packet, memory.Memory);
}
catch (Exception e) {
Logger.Error($"Failed to serialize {packetAttribute.Type}");
Logger.Error(e);
}
await Socket!.SendAsync(memory.Memory[..(Constants.HeaderSize + packet.Size)], SocketFlags.None);
memory.Dispose();
}
public async Task Send(Memory<byte> data, Client? sender) {
PacketHeader header = new PacketHeader();
header.Deserialize(data.Span);
if (!Connected && header.Type is not PacketType.Connect) {
Server.Logger.Error($"Didn't send {header.Type} to {Id} because they weren't connected yet");
return;
}
await Socket!.SendAsync(data[..(Constants.HeaderSize + header.PacketSize)], SocketFlags.None);
}
public static bool operator ==(Client? left, Client? right) {
return left is { } leftClient && right is { } rightClient && leftClient.Id == rightClient.Id;
}
public static bool operator !=(Client? left, Client? right) {
return !(left == right);
}
public override bool Equals(object? obj) {
if (obj is Client)
return this == (Client)obj;
else
return false;
}
public override int GetHashCode() {
return Id.GetHashCode(); //relies upon same info as == operator.
}
}