SuperMarioOdysseyOnline/source/server/SocketClient.cpp

360 lines
11 KiB
C++

#include "server/SocketClient.hpp"
#include <cstdlib>
#include <cstring>
#include <basis/seadNew.h>
#include "SocketBase.hpp"
#include "al/async/FunctorV0M.hpp"
#include "logger.hpp"
#include "nn/result.h"
#include "nn/socket.h"
#include "packets/Packet.h"
#include "server/Client.hpp"
#include "thread/seadMessageQueue.h"
#include "types.h"
SocketClient::SocketClient(const char* name, sead::Heap* heap) : mHeap(heap), SocketBase(name) {
mRecvThread = new al::AsyncFunctorThread("SocketRecvThread", al::FunctorV0M<SocketClient*, SocketThreadFunc>(this, &SocketClient::recvFunc), 0, 0x1000, {0});
mSendThread = new al::AsyncFunctorThread("SocketSendThread", al::FunctorV0M<SocketClient*, SocketThreadFunc>(this, &SocketClient::sendFunc), 0, 0x1000, {0});
mRecvQueue.allocate(maxBufSize, mHeap);
mSendQueue.allocate(maxBufSize, mHeap);
};
nn::Result SocketClient::init(const char* ip, u16 port) {
this->sock_ip = ip;
this->port = port;
in_addr hostAddress = { 0 };
sockaddr serverAddress = { 0 };
Logger::log("SocketClient::init: %s:%d sock %s\n", ip, port, getStateChar());
nn::nifm::Initialize();
nn::nifm::SubmitNetworkRequest();
while (nn::nifm::IsNetworkRequestOnHold()) { }
// emulators (ryujinx) make this return false always, so skip it during init
#ifndef EMU
if (!nn::nifm::IsNetworkAvailable()) {
Logger::log("Network Unavailable.\n");
this->socket_log_state = SOCKET_LOG_UNAVAILABLE;
this->socket_errno = nn::socket::GetLastErrno();
return -1;
}
#endif
if ((this->socket_log_socket = nn::socket::Socket(2, 1, 6)) < 0) {
Logger::log("Socket Unavailable.\n");
this->socket_errno = nn::socket::GetLastErrno();
this->socket_log_state = SOCKET_LOG_UNAVAILABLE;
return -1;
}
if (! this->stringToIPAddress(this->sock_ip, &hostAddress)) {
Logger::log("IP address is invalid or hostname not resolveable.\n");
this->socket_errno = nn::socket::GetLastErrno();
this->socket_log_state = SOCKET_LOG_UNAVAILABLE;
return -1;
}
serverAddress.address = hostAddress;
serverAddress.port = nn::socket::InetHtons(this->port);
serverAddress.family = 2;
int sockOptValue = true;
nn::socket::SetSockOpt(this->socket_log_socket, 6, TCP_NODELAY, &sockOptValue, sizeof(sockOptValue));
nn::Result result;
if((result = nn::socket::Connect(this->socket_log_socket, &serverAddress, sizeof(serverAddress))).isFailure()) {
Logger::log("Socket Connection Failed!\n");
this->socket_errno = nn::socket::GetLastErrno();
this->socket_log_state = SOCKET_LOG_UNAVAILABLE;
return result;
}
this->socket_log_state = SOCKET_LOG_CONNECTED;
Logger::log("Socket fd: %d\n", socket_log_socket);
startThreads(); // start recv and send threads after sucessful connection
// send init packet to server once we connect (an issue with the server prevents this from working properly, waiting for a fix to implement)
PlayerConnect initPacket;
initPacket.mUserID = Client::getClientId();
strcpy(initPacket.clientName, Client::getUsername().cstr());
if (mIsFirstConnect) {
initPacket.conType = ConnectionTypes::INIT;
mIsFirstConnect = false;
} else {
initPacket.conType = ConnectionTypes::RECONNECT;
}
send(&initPacket);
return result;
}
bool SocketClient::send(Packet *packet) {
if (this->socket_log_state != SOCKET_LOG_CONNECTED)
return false;
char* buffer = reinterpret_cast<char*>(packet);
int valread = 0;
if (packet->mType != PLAYERINF && packet->mType != HACKCAPINF)
Logger::log("Sending packet: %s\n", packetNames[packet->mType]);
if ((valread = nn::socket::Send(this->socket_log_socket, buffer, packet->mPacketSize + sizeof(Packet), 0) > 0)) {
return true;
} else {
Logger::log("Failed to Fully Send Packet! Result: %d Type: %s Packet Size: %d\n", valread, packetNames[packet->mType], packet->mPacketSize);
this->socket_errno = nn::socket::GetLastErrno();
this->tryReconnect();
return false;
}
return true;
}
bool SocketClient::recv() {
if (this->socket_log_state != SOCKET_LOG_CONNECTED) {
Logger::log("Unable To Receive! Socket Not Connected.\n");
this->socket_errno = nn::socket::GetLastErrno();
return this->tryReconnect();
}
int headerSize = sizeof(Packet);
char headerBuf[sizeof(Packet)] = {};
int valread = 0;
// read only the size of a header
while(valread < headerSize) {
int result = nn::socket::Recv(this->socket_log_socket, headerBuf + valread,
headerSize - valread, this->sock_flags);
this->socket_errno = nn::socket::GetLastErrno();
if(result > 0) {
valread += result;
} else {
if(this->socket_errno==11){
return true;
} else {
Logger::log("Header Read Failed! Value: %d Total Read: %d\n", result, valread);
return this->tryReconnect(); // if we sucessfully reconnect, we dont want
}
}
}
if(valread > 0) {
Packet* header = reinterpret_cast<Packet*>(headerBuf);
int fullSize = header->mPacketSize + sizeof(Packet);
if (header->mType > PacketType::UNKNOWN && header->mType < PacketType::End &&
fullSize <= MAXPACKSIZE && fullSize > 0 && valread == sizeof(Packet)) {
if (header->mType != PLAYERINF && header->mType != HACKCAPINF) {
Logger::log("Received packet (from %02X%02X):", header->mUserID.data[0],
header->mUserID.data[1]);
Logger::disableName();
Logger::log(" Size: %d", header->mPacketSize);
Logger::log(" Type: %d", header->mType);
if(packetNames[header->mType])
Logger::log(" Type String: %s\n", packetNames[header->mType]);
Logger::enableName();
}
char* packetBuf = (char*)mHeap->alloc(fullSize);
if (packetBuf) {
memcpy(packetBuf, headerBuf, sizeof(Packet));
while (valread < fullSize) {
int result = nn::socket::Recv(this->socket_log_socket, packetBuf + valread,
fullSize - valread, this->sock_flags);
this->socket_errno = nn::socket::GetLastErrno();
if (result > 0) {
valread += result;
} else {
mHeap->free(packetBuf);
Logger::log("Packet Read Failed! Value: %d\nPacket Size: %d\nPacket Type: %s\n", result, header->mPacketSize, packetNames[header->mType]);
return this->tryReconnect();
}
}
Packet* packet = reinterpret_cast<Packet*>(packetBuf);
if (!mRecvQueue.isFull()) {
mRecvQueue.push((s64)packet, sead::MessageQueue::BlockType::NonBlocking);
} else {
mHeap->free(packetBuf);
}
}
} else {
Logger::log("Failed to aquire valid data! Packet Type: %d Full Packet Size %d valread size: %d", header->mType, fullSize, valread);
}
return true;
} else { // if we error'd, close the socket
Logger::log("valread was zero! Disconnecting.\n");
this->socket_errno = nn::socket::GetLastErrno();
return this->tryReconnect();
}
}
// prints packet to debug logger
void SocketClient::printPacket(Packet *packet) {
packet->mUserID.print();
Logger::log("Type: %s\n", packetNames[packet->mType]);
switch (packet->mType)
{
case PacketType::PLAYERINF:
Logger::log("Pos X: %f Pos Y: %f Pos Z: %f\n", ((PlayerInf*)packet)->playerPos.x, ((PlayerInf*)packet)->playerPos.y, ((PlayerInf*)packet)->playerPos.z);
Logger::log("Rot X: %f Rot Y: %f Rot Z: %f\nRot W: %f\n", ((PlayerInf*)packet)->playerRot.x, ((PlayerInf*)packet)->playerRot.y, ((PlayerInf*)packet)->playerRot.z, ((PlayerInf*)packet)->playerRot.w);
break;
default:
break;
}
}
bool SocketClient::tryReconnect() {
Logger::log("Attempting to Reconnect.\n");
if (closeSocket()) { // unfortunately we cannot use the same fd from the previous connection, so close the socket entirely and attempt a new connection.
if (init(sock_ip, port).isSuccess()) { // call init again
Logger::log("Reconnect Successful.\n");
return true;
}
}
return false;
}
bool SocketClient::closeSocket() {
Logger::log("Closing Socket.\n");
bool result = false;
if (!(result = SocketBase::closeSocket())) {
Logger::log("Failed to close socket!\n");
}
return result;
}
bool SocketClient::stringToIPAddress(const char* str, in_addr* out) {
// string to IPv4
if (nn::socket::InetAton(str, out)) {
return true;
}
// get IPs via DNS
struct hostent *he = nn::socket::GetHostByName(str);
if (! he) { return false; }
// might give us multiple IP addresses, so pick the first one
struct in_addr **addr_list = (struct in_addr **) he->h_addr_list;
for (int i = 0 ; addr_list[i] != NULL ; i++) {
*out = *addr_list[i];
return true;
}
return false;
}
/**
* @brief starts client read thread
*
* @return true if read thread was sucessfully started
* @return false if read thread was unable to start, or thread was already started.
*/
bool SocketClient::startThreads() {
Logger::log("Recv Thread isDone: %s\n", BTOC(this->mRecvThread->isDone()));
Logger::log("Send Thread isDone: %s\n", BTOC(this->mSendThread->isDone()));
if(this->mRecvThread->isDone() && this->mSendThread->isDone()) {
this->mRecvThread->start();
this->mSendThread->start();
Logger::log("Socket threads sucessfully started.\n");
return true;
}else {
Logger::log("Socket threads failed to start.\n");
return false;
}
}
void SocketClient::endThreads() {
mRecvThread->mDelegateThread->destroy();
mSendThread->mDelegateThread->destroy();
}
void SocketClient::sendFunc() {
Logger::log("Starting Send Thread.\n");
while (true) {
trySendQueue();
}
Logger::log("Ending Send Thread.\n");
}
void SocketClient::recvFunc() {
nn::socket::Recv(this->socket_log_socket, nullptr, 0, 0);
Logger::log("Starting Recv Thread.\n");
while (true) {
if (!recv()) {
Logger::log("Receiving Packet Failed!\n");
}
}
Logger::log("Ending Recv Thread.\n");
}
bool SocketClient::queuePacket(Packet* packet) {
if (socket_log_state == SOCKET_LOG_CONNECTED) {
mSendQueue.push((s64)packet,
sead::MessageQueue::BlockType::NonBlocking); // as this is non-blocking, it
// will always return true.
return true;
} else {
mHeap->free(packet);
return false;
}
}
void SocketClient::trySendQueue() {
Packet* curPacket = (Packet*)mSendQueue.pop(sead::MessageQueue::BlockType::Blocking);
send(curPacket);
mHeap->free(curPacket);
}
Packet* SocketClient::tryGetPacket(sead::MessageQueue::BlockType blockType) {
return socket_log_state == SOCKET_LOG_CONNECTED ? (Packet*)mRecvQueue.pop(blockType) : nullptr;
}