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outtrigger.cpp
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504 lines (461 loc) · 13.9 KB
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/*
Kage game server.
Copyright 2019 Shuouma <dreamcast-talk.com>
Copyright 2025 Flyinghead <flyinghead.github@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "outtrigger.h"
#include "log.h"
using namespace std::chrono_literals;
constexpr int TimeLimits[] { 120, 140, 160, 180, 200, 220, 240, 260, 280, 300, 360, 420, 480, 600, 900, 1200, -1 };
Room *OuttriggerServer::addRoom(const std::string& name, uint32_t attributes, Player *owner)
{
uint32_t id = nextRoomId++;
OTRoom *room = new OTRoom(*owner->getLobby(), id, name, attributes, owner, io_context);
owner->getLobby()->addRoom(room);
return room;
}
bool OuttriggerServer::handlePacket(Player *player, const uint8_t *data, size_t len)
{
uint16_t flags = read16(data, 0);
if (flags & Packet::FLAG_ACK)
player->ackRUdp(read32(data, 0xc));
if (data[3] == Packet::REQ_CHAT)
{
uint16_t flags = read16(data, 0);
if ((flags & Packet::FLAG_RUDP) != 0 && (flags & Packet::FLAG_RELAY) == 0)
{
// FIXME not sure what to do with these. send msg10 OWNER -> game replies with msgF OWNER.
// If broadcast, other players can change game settings
TagCmd tag;
tag.full = read16(data, 0x10);
INFO_LOG(game, "relUDP msgF: tag=%x (%04x)", tag.command, tag.full);
replyPacket.init(Packet::REQ_NOP);
replyPacket.ack(read32(data, 8));
return true;
}
}
if (data[3] != Packet::REQ_GAME_DATA)
return false;
TagCmd tag(read16(data, 0x10));
switch (tag.command)
{
case TagCmd::ECHO:
// called regularly (< 10s) by all players in the room
//printf("tag: ECHO\n");
replyPacket.init(Packet::RSP_TAG_CMD);
replyPacket.writeData(0u);
replyPacket.writeData(&data[0x10], 4);
break;
case TagCmd::START_OK:
{
INFO_LOG(game, "tag: START OK");
replyPacket.init(Packet::REQ_NOP);
replyPacket.ack(read32(data, 8));
Room *room = player->getRoom();
if (room != nullptr && room->getPlayerCount() >= 2)
{
// Make sure we ack before anything else
player->send(replyPacket);
replyPacket.reset();
// send START_OK
INFO_LOG(game, "Sending START_OK to owner");
Packet startOk;
startOk.init(Packet::RSP_TAG_CMD);
startOk.writeData(0u); // list: count [int ...]
startOk.writeData(tag.full);
startOk.flags |= Packet::FLAG_RUDP;
room->getOwner()->send(startOk);
}
break;
}
case TagCmd::SYS:
{
INFO_LOG(game, "tag: SYS from %s", player->getName().c_str());
replyPacket.init(Packet::RSP_TAG_CMD);
replyPacket.ack(read32(data, 8));
replyPacket.flags |= Packet::FLAG_RUDP;
replyPacket.writeData(0u); // list: count [int ...]
TagCmd tag;
tag.command = TagCmd::SYS_OK;
replyPacket.writeData(tag.full);
// FIXME what if SYS_OK has already been sent and ack'ed once?
player->notifyRoomOnAck();
OTRoom *room = (OTRoom *)player->getRoom();
if (room != nullptr)
{
OTRoom::sysdata_t sysdata;
memcpy(sysdata.data(), &data[0x12], sysdata.size());
room->setSysData(player, sysdata);
}
break;
}
case TagCmd::READY:
{
INFO_LOG(game, "tag: READY from %s", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
replyPacket.ack(read32(data, 8));
OTRoom *room = (OTRoom *)player->getRoom();
if (room != nullptr && room->setReady(player))
{
// Make sure we ack before anything else
player->send(replyPacket);
replyPacket.reset();
// send GAME_START
INFO_LOG(game, "%s: Sending GAME_START to all players", room->getName().c_str());
Packet gameStart;
gameStart.init(Packet::REQ_CHAT);
gameStart.flags |= Packet::FLAG_RUDP;
TagCmd tag;
tag.command = TagCmd::GAME_START;
gameStart.writeData(tag.full);
// wait for this packet to be ack'ed by all players before sending game data
// must be called before sending to get the current rel seq#
room->startSync();
Player::sendToAll(gameStart, room->getPlayers());
}
break;
}
case TagCmd::SYNC: // actual game data
{
//DEBUG_LOG(game, "tag: SYNC from %s", player->getName().c_str());
if (data[0] & 0x80) {
// propA sends rel SYNC after creating room
replyPacket.init(Packet::REQ_NOP);
replyPacket.ack(read32(data, 8));
}
OTRoom *room = (OTRoom *)player->getRoom();
if (room != nullptr)
room->setGameData(player, &data[0x12]);
break;
}
case TagCmd::RESULT:
{
INFO_LOG(game, "tag: RESULT from %s", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
replyPacket.ack(read32(data, 8));
OTRoom *room = (OTRoom *)player->getRoom();
if (room != nullptr && room->setResult(player, &data[0x12]))
{
// Make sure we ack before anything else
player->send(replyPacket);
replyPacket.reset();
// Send RESULT2
INFO_LOG(game, "%s: Sending RESULT2 to all players", room->getName().c_str());
std::vector<OTRoom::result_t> results = room->getResults();
Packet result2;
result2.init(Packet::REQ_CHAT);
result2.flags |= Packet::FLAG_RUDP;
TagCmd tag;
tag.command = TagCmd::RESULT2;
result2.writeData(tag.full);
for (const OTRoom::result_t& result : results)
result2.writeData(result.data(), result.size());
Player::sendToAll(result2, room->getPlayers());
}
break;
}
case TagCmd::RESET:
{
WARN_LOG(game, "tag: RESET from %s", player->getName().c_str());
OTRoom *room = (OTRoom *)player->getRoom();
if (room != nullptr)
{
// Send game_over to all players?
Packet packet;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
TagCmd tag;
tag.command = TagCmd::GAME_OVER;
packet.writeData(tag.full);
Player::sendToAll(packet, room->getPlayers());
room->reset();
}
break;
}
case TagCmd::TIME_OUT:
WARN_LOG(game, "tag: TIME OUT from %s", player->getName().c_str());
break;
default:
ERROR_LOG(game, "Unhandled tag command: %x (tag %04x)", tag.command, tag.full);
break;
}
return true;
}
void OTRoom::setAttributes(uint32_t attributes)
{
INFO_LOG(game, "Room %s status set to %08x", name.c_str(), attributes);
if ((attributes & PLAYING) != 0 && (this->attributes & PLAYING) == 0) {
// reset when starting a game
reset();
}
else if (roomState == InGame
&& (attributes & (PLAYING | LOCKED)) == PLAYING
&& (this->attributes & (PLAYING | LOCKED)) == (PLAYING | LOCKED))
{
// Start the time limit timer when the owner unlocks the room
// time limit at offset 0xd in owner's sysdata
int limit = TimeLimits[playerState[0].sysdata[0xd] & 0xf];
std::error_code ec;
timeLimit.cancel(ec);
if (limit > 0)
{
timeLimit.expires_after(std::chrono::seconds(limit));
timeLimit.async_wait([this](const std::error_code& ec)
{
if (ec)
return;
// Send game_over to all players
INFO_LOG(server.game, "%s: time limit reached", name.c_str());
sendGameOver();
});
}
// match points at offset 3, point limit flag at offset 2 bit 4
if (playerState[0].sysdata[2] & 0x10)
pointLimit = (playerState[0].sysdata[3] >> 2) & 0x3f;
else
pointLimit = 0;
INFO_LOG(server.game, "%s: Game started: time limit %d'%02d point limit %d",
name.c_str(), limit / 60, limit % 60, pointLimit);
}
Room::setAttributes(attributes);
}
void OTRoom::onRemovePlayer(Player *player, int index)
{
if (roomState == SyncStarted)
{
PlayerState& state = getPlayerState(index);
if (state.state == PlayerState::Ready)
// Allow the game to start
rudpAcked(player);
state.state = PlayerState::Gone;
}
else if (roomState == InGame)
{
PlayerState& state = getPlayerState(index);
state.state = PlayerState::Gone;
}
if (owner == player && players.size() >= 2)
{
// Notify new owner
Packet packet;
packet.init(Packet::RSP_TAG_CMD);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(0u);
TagCmd tag;
tag.command = TagCmd::OWNER;
packet.writeData(tag.full);
if (players.size() >= 3) // at least 2 players will remain so game can start
{
// Send START_OK
packet.init(Packet::RSP_TAG_CMD);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(0u);
tag.command = TagCmd::START_OK;
packet.writeData(tag.full);
}
players[1]->send(packet);
}
}
std::vector<OTRoom::sysdata_t> OTRoom::getSysData() const
{
std::vector<sysdata_t> sysdata;
sysdata.reserve(playerState.size());
for (const auto& state : playerState)
sysdata.push_back(state.sysdata);
return sysdata;
}
void OTRoom::setSysData(const Player *player, const sysdata_t& sysdata)
{
int i = getPlayerIndex(player);
if (i < 0) {
WARN_LOG(game, "setSysData: player not found in room");
return;
}
PlayerState& state = getPlayerState(i);
state.sysdata = sysdata;
state.state = PlayerState::SysData;
}
bool OTRoom::setReady(const Player *player)
{
int i = getPlayerIndex(player);
if (i < 0) {
WARN_LOG(game, "setReady: player not found in room");
return false;
}
PlayerState& thisState = getPlayerState(i);
thisState.state = PlayerState::Ready;
for (const auto& state : playerState)
if (state.state != PlayerState::Ready && state.state != PlayerState::Gone)
return false;
return true;
}
OTRoom::PlayerState& OTRoom::getPlayerState(unsigned index)
{
for (unsigned i = 0; i < playerState.size(); i++)
{
if (playerState[i].state == PlayerState::Gone)
// ignore players who have left the game
continue;
if (index == 0)
return playerState[i];
index--;
}
abort();
}
void OTRoom::setGameData(const Player *player, const uint8_t *data)
{
int i = getPlayerIndex(player);
if (i < 0)
return;
PlayerState& state = getPlayerState(i);
memcpy(state.gamedata.data(), data, state.gamedata.size());
if (roomState == SyncStarted)
sendGameData({});
// 114 seems to be the max score you can have in game.
// However the correct score is displayed on the result screen.
if (pointLimit > 0 && data[8] <= 0xf6)
{
int score = (int)data[8] / 2 - 9;
if (score >= pointLimit && roomState == InGame)
{
// Send game_over to all players
INFO_LOG(server.game, "%s: point limit %d reached by %s", name.c_str(), pointLimit, player->getName().c_str());
sendGameOver();
}
}
}
void OTRoom::sendGameData(const std::error_code& ec)
{
if (ec)
return;
Packet packet;
packet.init(Packet::REQ_CHAT);
packet.writeData(getNextFrame());
for (const PlayerState& state : playerState)
packet.writeData(state.gamedata.data(), state.gamedata.size());
Player::sendToAll(packet, players);
// send game data every 66.667 ms (4 frames) like the game does
if (roomState == SyncStarted) {
timer.expires_after(66667us);
roomState = InGame;
}
else {
timer.expires_at(timer.expiry() + 66667us);
}
timer.async_wait(std::bind(&OTRoom::sendGameData, this, asio::placeholders::error));
}
void OTRoom::sendGameOver()
{
Packet packet;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
TagCmd tag;
tag.command = TagCmd::GAME_OVER;
packet.writeData(tag.full);
Player::sendToAll(packet, players);
roomState = GameOver;
}
std::vector<OTRoom::result_t> OTRoom::getResults() const
{
std::vector<result_t> results;
results.reserve(playerState.size());
for (const PlayerState& state : playerState)
results.push_back(state.result);
return results;
}
bool OTRoom::setResult(const Player *player, const uint8_t *data)
{
int i = getPlayerIndex(player);
if (i < 0)
return false;
PlayerState& thisState = getPlayerState(i);
memcpy(thisState.result.data(), data, thisState.result.size());
thisState.state = PlayerState::Result;
for (const PlayerState& state : playerState)
if (state.state != PlayerState::Result && state.state != PlayerState::Gone)
return false;
endGame();
return true;
}
void OTRoom::reset()
{
playerState.resize(players.size());
for (auto& state : playerState)
state.state = PlayerState::Init;
frameNum = 0;
roomState = Init;
std::error_code ec;
timer.cancel(ec);
timeLimit.cancel(ec);
}
void OTRoom::startSync()
{
roomState = SyncStarted;
for (Player *pl : players)
pl->notifyRoomOnAck();
}
void OTRoom::endGame()
{
std::error_code ec;
timer.cancel(ec);
timeLimit.cancel(ec);
roomState = Result;
}
void OTRoom::rudpAcked(Player *player)
{
int i = getPlayerIndex(player);
if (i < 0)
return;
PlayerState::State& state = getPlayerState(i).state;
if (state == PlayerState::SysData)
{
state = PlayerState::SysOk;
for (const PlayerState& pstate : playerState)
if (pstate.state != PlayerState::SysOk)
return;
// send SYS2
INFO_LOG(game, "%s: Sending SYS2 to all players", name.c_str());
std::vector<OTRoom::sysdata_t> sysdata = getSysData();
Packet sys2;
sys2.init(Packet::RSP_TAG_CMD);
sys2.flags |= Packet::FLAG_RUDP;
sys2.writeData(0u); // list: count [int ...]
TagCmd tag;
tag.command = TagCmd::SYS2;
tag.player = (uint16_t)sysdata.size();
sys2.writeData(tag.full);
for (const OTRoom::sysdata_t& data : sysdata)
sys2.writeData(data.data(), data.size());
uint16_t userId = 0;
for (Player *pl : players)
{
// notify each player of his position in the game
tag.id = userId++;
write16(sys2.data, 0x14, tag.full);
pl->send(sys2);
}
return;
}
if (roomState != SyncStarted || state != PlayerState::Ready)
return;
state = PlayerState::Started;
INFO_LOG(game, "%s: GAME_START ack'ed by %s", name.c_str(), player->getName().c_str());
for (const PlayerState& pstate : playerState)
if (pstate.state != PlayerState::Started && pstate.state != PlayerState::Gone)
return;
// send empty UDP data to owner to kick start the game
Packet packet;
packet.init(Packet::REQ_CHAT);
packet.writeData(0u); // frame#?
owner->send(packet);
}