// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/ENetUtil.h" #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Common/StdMakeUnique.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "Core/NetPlayClient.h" //for NetPlayUI #include "Core/NetPlayServer.h" #include "Core/HW/EXI_DeviceIPL.h" #include "Core/HW/Sram.h" #include "InputCommon/GCPadStatus.h" #if !defined(_WIN32) #include #include #ifndef ANDROID #include #endif #include #endif u64 g_netplay_initial_gctime = 1272737767; NetPlayServer::~NetPlayServer() { if (is_connected) { m_do_loop = false; m_thread.join(); enet_host_destroy(m_server); if (g_MainNetHost.get() == m_server) { g_MainNetHost.release(); } if (m_traversal_client) { g_TraversalClient->m_Client = nullptr; ReleaseTraversalClient(); } } #ifdef USE_UPNP if (m_upnp_thread.joinable()) m_upnp_thread.join(); m_upnp_thread = std::thread(&NetPlayServer::unmapPortThread); m_upnp_thread.join(); #endif } // called from ---GUI--- thread NetPlayServer::NetPlayServer(const u16 port, bool traversal, const std::string& centralServer, u16 centralPort) : is_connected(false) , m_is_running(false) , m_do_loop(false) , m_ping_key(0) , m_update_pings(false) , m_current_game(0) , m_target_buffer_size(0) , m_selected_game("") , m_server(nullptr) , m_traversal_client(nullptr) , m_dialog(nullptr) { //--use server time if (enet_initialize() != 0) { PanicAlertT("Enet Didn't Initialize"); } memset(m_pad_map, -1, sizeof(m_pad_map)); memset(m_wiimote_map, -1, sizeof(m_wiimote_map)); if (traversal) { if (!EnsureTraversalClient(centralServer, centralPort)) return; g_TraversalClient->m_Client = this; m_traversal_client = g_TraversalClient.get(); m_server = g_MainNetHost.get(); if (g_TraversalClient->m_State == TraversalClient::Failure) g_TraversalClient->ReconnectToServer(); } else { ENetAddress serverAddr; serverAddr.host = ENET_HOST_ANY; serverAddr.port = port; m_server = enet_host_create(&serverAddr, 10, 3, 0, 0); if (m_server != nullptr) m_server->intercept = ENetUtil::InterceptCallback; } if (m_server != nullptr) { is_connected = true; m_do_loop = true; m_thread = std::thread(&NetPlayServer::ThreadFunc, this); m_target_buffer_size = 5; } } // called from ---NETPLAY--- thread void NetPlayServer::ThreadFunc() { while (m_do_loop) { // update pings every so many seconds if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings) { m_ping_key = Common::Timer::GetTimeMs(); sf::Packet spac; spac << (MessageId)NP_MSG_PING; spac << m_ping_key; m_ping_timer.Start(); SendToClients(spac); m_update_pings = false; } ENetEvent netEvent; int net; if (m_traversal_client) m_traversal_client->HandleResends(); net = enet_host_service(m_server, &netEvent, 1000); while (!m_async_queue.Empty()) { { std::lock_guard lkp(m_crit.players); SendToClients(*(m_async_queue.Front().get())); } m_async_queue.Pop(); } if (net > 0) { switch (netEvent.type) { case ENET_EVENT_TYPE_CONNECT: { ENetPeer* accept_peer = netEvent.peer; unsigned int error; { std::lock_guard lkg(m_crit.game); error = OnConnect(accept_peer); } if (error) { sf::Packet spac; spac << (MessageId)error; // don't need to lock, this client isn't in the client map Send(accept_peer, spac); if (netEvent.peer->data) { delete (PlayerId *) netEvent.peer->data; netEvent.peer->data = nullptr; } enet_peer_disconnect(accept_peer, 0); } } break; case ENET_EVENT_TYPE_RECEIVE: { sf::Packet rpac; rpac.append(netEvent.packet->data, netEvent.packet->dataLength); auto it = m_players.find(*(PlayerId *)netEvent.peer->data); Client& client = it->second; if (OnData(rpac, client) != 0) { // if a bad packet is received, disconnect the client std::lock_guard lkg(m_crit.game); OnDisconnect(client); if (netEvent.peer->data) { delete (PlayerId *)netEvent.peer->data; netEvent.peer->data = nullptr; } } enet_packet_destroy(netEvent.packet); } break; case ENET_EVENT_TYPE_DISCONNECT: { std::lock_guard lkg(m_crit.game); auto it = m_players.find(*(PlayerId *)netEvent.peer->data); if (it != m_players.end()) { Client& client = it->second; OnDisconnect(client); if (netEvent.peer->data) { delete (PlayerId *)netEvent.peer->data; netEvent.peer->data = nullptr; } } } break; default: break; } } } // close listening socket and client sockets for (auto& player_entry : m_players) { delete (PlayerId *)player_entry.second.socket->data; player_entry.second.socket->data = nullptr; enet_peer_disconnect(player_entry.second.socket, 0); } } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnConnect(ENetPeer* socket) { sf::Packet rpac; ENetPacket* epack; do { epack = enet_peer_receive(socket, 0); } while (epack == nullptr); rpac.append(epack->data, epack->dataLength); std::string npver; rpac >> npver; // Dolphin netplay version if (npver != NETPLAY_VERSION) return CON_ERR_VERSION_MISMATCH; // game is currently running if (m_is_running) return CON_ERR_GAME_RUNNING; // too many players if (m_players.size() >= 255) return CON_ERR_SERVER_FULL; // cause pings to be updated m_update_pings = true; Client player; player.socket = socket; rpac >> player.revision; rpac >> player.name; enet_packet_destroy(epack); // give new client first available id PlayerId pid = 1; for (auto i = m_players.begin(); i != m_players.end(); ++i) { if (i->second.pid == pid) { pid++; i = m_players.begin(); } } player.pid = pid; socket->data = new PlayerId(pid); // try to automatically assign new user a pad for (PadMapping& mapping : m_pad_map) { if (mapping == -1) { mapping = player.pid; break; } } // send join message to already connected clients sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_JOIN; spac << player.pid << player.name << player.revision; SendToClients(spac); // send new client success message with their id spac.clear(); spac << (MessageId)0; spac << player.pid; Send(player.socket, spac); // send new client the selected game if (m_selected_game != "") { spac.clear(); spac << (MessageId)NP_MSG_CHANGE_GAME; spac << m_selected_game; Send(player.socket, spac); } // send the pad buffer value spac.clear(); spac << (MessageId)NP_MSG_PAD_BUFFER; spac << (u32)m_target_buffer_size; Send(player.socket, spac); // sync GC SRAM with new client if (!g_SRAM_netplay_initialized) { SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX); InitSRAM(); g_SRAM_netplay_initialized = true; } spac.clear(); spac << (MessageId)NP_MSG_SYNC_GC_SRAM; for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i) { spac << g_SRAM.p_SRAM[i]; } Send(player.socket, spac); // sync values with new client for (const auto& p : m_players) { spac.clear(); spac << (MessageId)NP_MSG_PLAYER_JOIN; spac << p.second.pid << p.second.name << p.second.revision; Send(player.socket, spac); } // add client to the player list { std::lock_guard lkp(m_crit.players); m_players.emplace(*(PlayerId *)player.socket->data, player); UpdatePadMapping(); // sync pad mappings with everyone UpdateWiimoteMapping(); } return 0; } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnDisconnect(Client& player) { PlayerId pid = player.pid; if (m_is_running) { for (PadMapping mapping : m_pad_map) { if (mapping == pid && pid != 1) { PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game."); std::lock_guard lkg(m_crit.game); m_is_running = false; sf::Packet spac; spac << (MessageId)NP_MSG_DISABLE_GAME; // this thread doesn't need players lock SendToClients(spac, 1); break; } } } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_LEAVE; spac << pid; enet_peer_disconnect(player.socket, 0); std::lock_guard lkp(m_crit.players); auto it = m_players.find(player.pid); if (it != m_players.end()) m_players.erase(it); // alert other players of disconnect SendToClients(spac); for (PadMapping& mapping : m_pad_map) { if (mapping == pid) { mapping = -1; } } UpdatePadMapping(); for (PadMapping& mapping : m_wiimote_map) { if (mapping == pid) { mapping = -1; } } UpdateWiimoteMapping(); return 0; } // called from ---GUI--- thread void NetPlayServer::GetPadMapping(PadMapping map[4]) { for (int i = 0; i < 4; i++) map[i] = m_pad_map[i]; } void NetPlayServer::GetWiimoteMapping(PadMapping map[4]) { for (int i = 0; i < 4; i++) map[i] = m_wiimote_map[i]; } // called from ---GUI--- thread void NetPlayServer::SetPadMapping(const PadMapping map[4]) { for (int i = 0; i < 4; i++) m_pad_map[i] = map[i]; UpdatePadMapping(); } // called from ---GUI--- thread void NetPlayServer::SetWiimoteMapping(const PadMapping map[4]) { for (int i = 0; i < 4; i++) m_wiimote_map[i] = map[i]; UpdateWiimoteMapping(); } // called from ---GUI--- thread and ---NETPLAY--- thread void NetPlayServer::UpdatePadMapping() { sf::Packet spac; spac << (MessageId)NP_MSG_PAD_MAPPING; for (PadMapping mapping : m_pad_map) { spac << mapping; } SendToClients(spac); } // called from ---NETPLAY--- thread void NetPlayServer::UpdateWiimoteMapping() { sf::Packet spac; spac << (MessageId)NP_MSG_WIIMOTE_MAPPING; for (PadMapping mapping : m_wiimote_map) { spac << mapping; } SendToClients(spac); } // called from ---GUI--- thread and ---NETPLAY--- thread void NetPlayServer::AdjustPadBufferSize(unsigned int size) { std::lock_guard lkg(m_crit.game); m_target_buffer_size = size; // tell clients to change buffer size sf::Packet* spac = new sf::Packet; *spac << (MessageId)NP_MSG_PAD_BUFFER; *spac << (u32)m_target_buffer_size; SendAsyncToClients(spac); } void NetPlayServer::SendAsyncToClients(sf::Packet* packet) { { std::lock_guard lkq(m_crit.async_queue_write); m_async_queue.Push(std::unique_ptr(packet)); } ENetUtil::WakeupThread(m_server); } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player) { MessageId mid; packet >> mid; // don't need lock because this is the only thread that modifies the players // only need locks for writes to m_players in this thread switch (mid) { case NP_MSG_CHAT_MESSAGE: { std::string msg; packet >> msg; // send msg to other clients sf::Packet spac; spac << (MessageId)NP_MSG_CHAT_MESSAGE; spac << player.pid; spac << msg; SendToClients(spac, player.pid); } break; case NP_MSG_PAD_DATA: { // if this is pad data from the last game still being received, ignore it if (player.current_game != m_current_game) break; PadMapping map = 0; GCPadStatus pad; packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight; // If the data is not from the correct player, // then disconnect them. if (m_pad_map[map] != player.pid) return 1; // Relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_PAD_DATA; spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight; SendToClients(spac, player.pid); } break; case NP_MSG_WIIMOTE_DATA: { // if this is Wiimote data from the last game still being received, ignore it if (player.current_game != m_current_game) break; PadMapping map = 0; u8 size; packet >> map >> size; std::vector data(size); for (size_t i = 0; i < data.size(); ++i) packet >> data[i]; // If the data is not from the correct player, // then disconnect them. if (m_wiimote_map[map] != player.pid) { return 1; } // relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_WIIMOTE_DATA; spac << map; spac << size; for (const u8& byte : data) spac << byte; SendToClients(spac, player.pid); } break; case NP_MSG_PONG: { const u32 ping = (u32)m_ping_timer.GetTimeElapsed(); u32 ping_key = 0; packet >> ping_key; if (m_ping_key == ping_key) { player.ping = ping; } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_PING_DATA; spac << player.pid; spac << player.ping; SendToClients(spac); } break; case NP_MSG_START_GAME: { packet >> player.current_game; } break; case NP_MSG_STOP_GAME: { // tell clients to stop game sf::Packet spac; spac << (MessageId)NP_MSG_STOP_GAME; std::lock_guard lkp(m_crit.players); SendToClients(spac); m_is_running = false; } break; case NP_MSG_TIMEBASE: { u32 x, y, frame; packet >> x; packet >> y; packet >> frame; if (m_desync_detected) break; u64 timebase = x | ((u64)y << 32); std::vector>& timebases = m_timebase_by_frame[frame]; timebases.emplace_back(player.pid, timebase); if (timebases.size() >= m_players.size()) { // we have all records for this frame if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair pair){ return pair.second == timebases[0].second; })) { int pid_to_blame = -1; if (timebases.size() > 2) { for (auto pair : timebases) { if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair other) { return other.first == pair.first || other.second != pair.second; })) { // we are the only outlier pid_to_blame = pair.first; break; } } } sf::Packet spac; spac << (MessageId) NP_MSG_DESYNC_DETECTED; spac << pid_to_blame; spac << frame; SendToClients(spac); m_desync_detected = true; } m_timebase_by_frame.erase(frame); } } break; default: PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid); // unknown message, kick the client return 1; break; } return 0; } void NetPlayServer::OnTraversalStateChanged() { if (m_dialog) m_dialog->Update(); } // called from ---GUI--- thread void NetPlayServer::SendChatMessage(const std::string& msg) { sf::Packet* spac = new sf::Packet; *spac << (MessageId)NP_MSG_CHAT_MESSAGE; *spac << (PlayerId)0; // server id always 0 *spac << msg; SendAsyncToClients(spac); } // called from ---GUI--- thread bool NetPlayServer::ChangeGame(const std::string &game) { std::lock_guard lkg(m_crit.game); m_selected_game = game; // send changed game to clients sf::Packet* spac = new sf::Packet; *spac << (MessageId)NP_MSG_CHANGE_GAME; *spac << game; SendAsyncToClients(spac); return true; } // called from ---GUI--- thread void NetPlayServer::SetNetSettings(const NetSettings &settings) { m_settings = settings; } // called from ---GUI--- thread bool NetPlayServer::StartGame() { m_timebase_by_frame.clear(); m_desync_detected = false; std::lock_guard lkg(m_crit.game); m_current_game = Common::Timer::GetTimeMs(); // no change, just update with clients AdjustPadBufferSize(m_target_buffer_size); g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970(); // tell clients to start game sf::Packet* spac = new sf::Packet; *spac << (MessageId)NP_MSG_START_GAME; *spac << m_current_game; *spac << m_settings.m_CPUthread; *spac << m_settings.m_CPUcore; *spac << m_settings.m_SelectedLanguage; *spac << m_settings.m_OverrideGCLanguage; *spac << m_settings.m_ProgressiveScan; *spac << m_settings.m_PAL60; *spac << m_settings.m_DSPEnableJIT; *spac << m_settings.m_DSPHLE; *spac << m_settings.m_WriteToMemcard; *spac << m_settings.m_OCEnable; *spac << m_settings.m_OCFactor; *spac << m_settings.m_EXIDevice[0]; *spac << m_settings.m_EXIDevice[1]; *spac << (u32)g_netplay_initial_gctime; *spac << (u32)(g_netplay_initial_gctime >> 32); SendAsyncToClients(spac); m_is_running = true; return true; } // called from multiple threads void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid) { for (auto& p : m_players) { if (p.second.pid && p.second.pid != skip_pid) { Send(p.second.socket, packet); } } } void NetPlayServer::Send(ENetPeer* socket, sf::Packet& packet) { ENetPacket* epac = enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE); enet_peer_send(socket, 0, epac); } void NetPlayServer::KickPlayer(PlayerId player) { for (auto& current_player : m_players) { if (current_player.second.pid == player) { enet_peer_disconnect(current_player.second.socket, 0); return; } } } u16 NetPlayServer::GetPort() { return m_server->address.port; } void NetPlayServer::SetNetPlayUI(NetPlayUI* dialog) { m_dialog = dialog; } // called from ---GUI--- thread std::unordered_set NetPlayServer::GetInterfaceSet() { std::unordered_set result; auto lst = GetInterfaceListInternal(); for (auto list_entry : lst) result.emplace(list_entry.first); return result; } // called from ---GUI--- thread std::string NetPlayServer::GetInterfaceHost(const std::string& inter) { char buf[16]; sprintf(buf, ":%d", GetPort()); auto lst = GetInterfaceListInternal(); for (const auto& list_entry : lst) { if (list_entry.first == inter) { return list_entry.second + buf; } } return "?"; } // called from ---GUI--- thread std::vector> NetPlayServer::GetInterfaceListInternal() { std::vector> result; #if defined(_WIN32) #elif defined(ANDROID) // Android has no getifaddrs for some stupid reason. If this // functionality ends up actually being used on Android, fix this. #else ifaddrs* ifp = nullptr; char buf[512]; if (getifaddrs(&ifp) != -1) { for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next) { sockaddr* sa = curifp->ifa_addr; if (sa->sa_family != AF_INET) continue; sockaddr_in* sai = (struct sockaddr_in*) sa; if (ntohl(((struct sockaddr_in*) sa)->sin_addr.s_addr) == 0x7f000001) continue; const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf)); if (ip == nullptr) continue; result.emplace_back(std::make_pair(curifp->ifa_name, ip)); } freeifaddrs(ifp); } #endif if (result.empty()) result.emplace_back(std::make_pair("!local!", "127.0.0.1")); return result; } #ifdef USE_UPNP #include #include #include struct UPNPUrls NetPlayServer::m_upnp_urls; struct IGDdatas NetPlayServer::m_upnp_data; u16 NetPlayServer::m_upnp_mapped = 0; bool NetPlayServer::m_upnp_inited = false; bool NetPlayServer::m_upnp_error = false; std::thread NetPlayServer::m_upnp_thread; // called from ---GUI--- thread void NetPlayServer::TryPortmapping(u16 port) { if (m_upnp_thread.joinable()) m_upnp_thread.join(); m_upnp_thread = std::thread(&NetPlayServer::mapPortThread, port); } // UPnP thread: try to map a port void NetPlayServer::mapPortThread(const u16 port) { ENetAddress adr = { ENET_HOST_ANY, port }; char cIP[20]; enet_address_get_host(&adr, cIP, 20); std::string ourIP(cIP); if (!m_upnp_inited) if (!initUPnP()) goto fail; if (!UPnPMapPort(ourIP, port)) goto fail; NOTICE_LOG(NETPLAY, "Successfully mapped port %d to %s.", port, ourIP.c_str()); return; fail: WARN_LOG(NETPLAY, "Failed to map port %d to %s.", port, ourIP.c_str()); return; } // UPnP thread: try to unmap a port void NetPlayServer::unmapPortThread() { if (m_upnp_mapped > 0) UPnPUnmapPort(m_upnp_mapped); } // called from ---UPnP--- thread // discovers the IGD bool NetPlayServer::initUPnP() { std::vector igds; int descXMLsize = 0, upnperror = 0; // Don't init if already inited if (m_upnp_inited) return true; // Don't init if it failed before if (m_upnp_error) return false; memset(&m_upnp_urls, 0, sizeof(UPNPUrls)); memset(&m_upnp_data, 0, sizeof(IGDdatas)); // Find all UPnP devices UPNPDev *devlist = upnpDiscover(2000, nullptr, nullptr, 0, 0, &upnperror); if (!devlist) { WARN_LOG(NETPLAY, "An error occured trying to discover UPnP devices."); m_upnp_error = true; m_upnp_inited = false; return false; } // Look for the IGD for (UPNPDev* dev = devlist; dev; dev = dev->pNext) { if (strstr(dev->st, "InternetGatewayDevice")) igds.push_back(dev); } for (const UPNPDev* dev : igds) { char* descXML = (char*)miniwget(dev->descURL, &descXMLsize, 0); if (descXML) { parserootdesc(descXML, descXMLsize, &m_upnp_data); free(descXML); descXML = nullptr; GetUPNPUrls(&m_upnp_urls, &m_upnp_data, dev->descURL, 0); NOTICE_LOG(NETPLAY, "Got info from IGD at %s.", dev->descURL); break; } else { WARN_LOG(NETPLAY, "Error getting info from IGD at %s.", dev->descURL); } } freeUPNPDevlist(devlist); return true; } // called from ---UPnP--- thread // Attempt to portforward! bool NetPlayServer::UPnPMapPort(const std::string& addr, const u16 port) { if (m_upnp_mapped > 0) UPnPUnmapPort(m_upnp_mapped); std::string port_str = StringFromFormat("%d", port); int result = UPNP_AddPortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype, port_str.c_str(), port_str.c_str(), addr.c_str(), (std::string("dolphin-emu UDP on ") + addr).c_str(), "UDP", nullptr, nullptr); if (result != 0) return false; m_upnp_mapped = port; return true; } // called from ---UPnP--- thread // Attempt to stop portforwarding. // -- // NOTE: It is important that this happens! A few very crappy routers // apparently do not delete UPnP mappings on their own, so if you leave them // hanging, the NVRAM will fill with portmappings, and eventually all UPnP // requests will fail silently, with the only recourse being a factory reset. // -- bool NetPlayServer::UPnPUnmapPort(const u16 port) { std::string port_str = StringFromFormat("%d", port); UPNP_DeletePortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype, port_str.c_str(), "UDP", nullptr); return true; } #endif