31 Commits

Author SHA1 Message Date
Kawe Mazidjatari
b8178e9299 NetworkSystem: fix numerous issues
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.

Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.

Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.

Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
2024-04-05 18:24:36 +02:00
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
e8be704276 GameUI: cleanup and fix race condition
* Use CThreadFastMutex instead
* Rename ISurface to IDebugSurface to prevent a potential name collision with VGUI's ISurface iface if we ever add it
* Fix race condition when setting CPylon::m_HostIP from materialsystem thread, this has been dispatched to the main thread
* Marked 'pylon_matchmaking_hostname' FCVAR_MATERIAL_SYSTEM_THREAD as we use it in the server browser panel.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
fa76747baa Show a more detailed error if the EULA request failed 2024-04-05 16:34:29 +02:00
Kawe Mazidjatari
22c82d6f1d EULA dialog implementation
Display the EULA (fetched from masterserver), which the end user MUST accept before they can make use of the multiplayer features of R5Reloaded. NOTE: user doesn't need to agree to this to use the listenserver.
2024-04-05 16:26:18 +02:00
Kawe Mazidjatari
909977452e Client token authentication implementation
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
2024-04-05 16:24:45 +02:00
Kawe Mazidjatari
b3e768190c Pylon: fix use after free
The member must contain a copy of the string, pointing it to the buffer used by the language cvar results in undefined behavior. Several cases were the string pointed to random data were reported.
2024-04-05 16:21:45 +02:00
Kawe Mazidjatari
1d41b23abb Make sure language is never NULL
* Initialize CPylon::m_Language to "english".
* Make sure cvar change callback is always setting values instead of returning out early.
2023-09-16 00:45:11 +02:00
Kawe Mazidjatari
b85003a9ac Replace JSON library with RapidJSON
Less copies and overall CPU time parsing/constructing JSON's as we are mostly still using string pointers rather than STL string container.
2023-09-07 11:17:05 +02:00
Kawe Mazidjatari
cb1a69e82a Ban system refactor
Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.
2023-08-31 00:16:25 +02:00
rexx
1c179434d3 fix dedi compile
sets pylon language in a cvar change callback instead of accessing directly, as networksystem does not have a DEDICATED define
2023-08-17 20:22:28 +01:00
Kawe Mazidjatari
6cecc3297e Move KeepAlive function to HostState
Only used in HostState, moved to HostState with static linkage.
2023-07-19 02:19:43 +02:00
Kawe Mazidjatari
7455d4da2d CPylon: add getters and setters for error/token fields 2023-07-19 02:17:28 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
ab9d36e0d8 Send client's persona name to the master server
Will be used on the master server for additional checking.
2023-04-29 00:05:47 +02:00
Kawe Mazidjatari
48bc69b028 Initial implementation of bulk ban checking
Initial implementation of the bulk ban check system. This implementation takes a snapshot of the currently connected clients, sends it up to the master server, and the master server returns anything within this list that is marked 'banned'. The server would then kick the player from the server. This commit also removes the global banned list cache, as the bulk checking system offers a lot more freedom regarding banning specific players and have it sync across all available servers.
2023-04-28 23:47:58 +02:00
Kawe Mazidjatari
000f7c7f82 CPylon parsing/logging code deduplication
Deduplicated parsing and logging code. Results are a lot more consistent and comprehensive.
2023-04-25 00:45:39 +02:00
Kawe Mazidjatari
f0a561552b CPylon server query code deduplication
Created another dedicated wrapper for handling API requests; significantly reduced duplicate code.
2023-04-24 01:55:37 +02:00
Kawe Mazidjatari
aff4b6125e CPylon error handling code deduplication
Deduplicate code.
2023-04-24 00:32:27 +02:00
Kawe Mazidjatari
66f31916d1 Pylon logic imporvements
* Removed duplicate json parsing that was part of a PR that required a small refactor.
* Only check if response buffer is empty when we are going to parse the error message (this helps finding bugs in master server, since failure to parse has an exception handler).
* Log private server token and error messages to dedicated server console.
2023-02-04 19:18:18 +01:00
Kawe Mazidjatari
500a7c1925 Finish libcurl implementation
Master server queries now use SSL.
2023-01-26 20:06:48 +01:00
Kawe Mazidjatari
34a06147d7 Fix spelling errors
Overall spelling improvements and cleanup..
2022-09-09 19:47:31 +02:00
Kawe Mazidjatari
1285d15623 Ban system and authentication improvements
* Fixed bug where multiple of the same entries get added to the global ban/refuse list.
* Fixed bug where we still use the client instance after deleting it in 'CBanSystem::BanListCheck()'.
* Load banlist at a later state (not at construction of class), this is needed for a future change of adapting the 'business' code to feature the game's FileSystem.
* CServer cleanup.
* More detailed ban messages (banned, added to refused list, removed from slot, etc..).
* Use localization key for banned message ("#Valve_Reject_Banned").
* Add const qualifiers to all CPylon methods.

Note:
* This commit requires changes on the master server, these changes are already performed, however the new master server isn't live yet until we publish the new release.
2022-08-30 12:07:09 +02:00
Kawe Mazidjatari
afad5b92ec Rename 'OriginID' to 'NucleusID'
Nucleus ID is the official internal term for the platform user id used by the OriginSDK.
2022-08-29 15:59:12 +02:00
Kawe Mazidjatari
48e708e498 CPylon: Exception handling for all 'json::parse' calls 2022-08-28 17:12:58 +02:00
Kawe Mazidjatari
532b4125d5 More thread safety improvements
* Run 'CHostState::Think()' in the main thread.
* Construct 'NetGameServer_t' objects in main thread before dispatching (TODO: browser).
* Dispatch the call to 'CBanSystem::AddConnectionRefuse' from 'SV_IsClientBanned' to the main thread if we aren't main.
* Return bool for CBanSystem::AddEntry and CBanSystem::DeleteEntry for future optimizations (next commit).
2022-08-27 23:45:58 +02:00
Kawe Mazidjatari
656b0be3ec Improve threading (work in progress)
* Only run '_DownloadPlaylists_f()' in the main thread, schedule for next frame if we aren't in the main thread. (this should fix crash cases related to disconnecting from the game).

* Locked read/write to CBrowser members (thread for obtaining the server list is detached, but once the 'slow' post operation in this thread is complete, mutex lock is acquired (locking the render thread if the browser is active) to set the string members of CBrowser, this operation is very fast as we only set the string and the color after the http post operation (this never caused a crash, but the behavior without any lock mechanism is technically undefined regardless).

* Obtain the host name dynamically from the ConVar 'pylon_matchmaking_hostname' (atomic operation). Initial approach was deleting the whole master server pointer just to construct a new httpclient object..
2022-08-27 18:57:56 +02:00
Kawe Mazidjatari
bf3b7bdace Server browser cleanup
* Moved server utility to dedicated class shared by browser panel and UI script VM.
* Additional code improvements and optimizations.
2022-08-14 15:43:49 +02:00
Kawe Mazidjatari
cdcc87b54b Renamed master server related stuff 2022-07-01 10:29:27 +02:00
Amos
8079e0ed4c Heavy cleanup for CHostState methods and signatures
* Add Cbuf_AddText and Cbuf_Execute signatures.
* Remove additional VGui stuff from dedicated statemachine.
* Move signatures to their respective headers.
* De-inline 'CHostState::FrameUpdate()'
* Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
2022-02-19 02:31:16 +01:00