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PacketHandlerManager.cs
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using ENet;
using GameServerCore;
using GameServerCore.Domain.GameObjects;
using GameServerCore.Enums;
using GameServerCore.Packets.Enums;
using GameServerCore.Packets.Handlers;
using GameServerCore.Packets.PacketDefinitions;
using LeaguePackets;
using PacketDefinitions420.PacketDefinitions.S2C;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
namespace PacketDefinitions420
{
/// <summary>
/// Class containing all functions related to sending and receiving packets.
/// TODO: refactor this class (may be able to replace it with LeaguePackets' implementation), get rid of IGame, use generic API requests+responses also for disconnect and unpause
/// </summary>
public class PacketHandlerManager : IPacketHandlerManager
{
private delegate ICoreRequest RequestConvertor(byte[] data);
private readonly Dictionary<Tuple<GamePacketID, Channel>, RequestConvertor> _gameConvertorTable;
private readonly Dictionary<LoadScreenPacketID, RequestConvertor> _loadScreenConvertorTable;
// should be one-to-one, no two users for the same Peer
private readonly Dictionary<long, Peer> _peers;
private readonly Dictionary<long, uint> _playerClient;
private readonly List<TeamId> _teamsEnumerator;
private readonly IPlayerManager _playerManager;
private readonly Dictionary<long, BlowFish> _blowfishes;
private readonly Host _server;
private readonly IGame _game;
private readonly NetworkHandler<ICoreRequest> _netReq;
private readonly NetworkHandler<ICoreResponse> _netResp;
private int _playersConnected = 0;
public PacketHandlerManager(Dictionary<long, BlowFish> blowfishes, Host server, IGame game, NetworkHandler<ICoreRequest> netReq, NetworkHandler<ICoreResponse> netResp)
{
_blowfishes = blowfishes;
_server = server;
_game = game;
_peers = new Dictionary<long, Peer>();
_teamsEnumerator = Enum.GetValues(typeof(TeamId)).Cast<TeamId>().ToList();
_playerClient = new Dictionary<long, uint>();
_playerManager = _game.PlayerManager;
_netReq = netReq;
_netResp = netResp;
_gameConvertorTable = new Dictionary<Tuple<GamePacketID, Channel>, RequestConvertor>();
_loadScreenConvertorTable = new Dictionary<LoadScreenPacketID, RequestConvertor>();
InitializePacketConvertors();
}
internal void InitializePacketConvertors()
{
foreach(var m in typeof(PacketReader).GetMethods())
{
foreach (Attribute attr in m.GetCustomAttributes(true))
{
if (attr is PacketType)
{
if (((PacketType)attr).ChannelId == Channel.CHL_LOADING_SCREEN || ((PacketType)attr).ChannelId == Channel.CHL_COMMUNICATION)
{
var method = (RequestConvertor)Delegate.CreateDelegate(typeof(RequestConvertor), m);
_loadScreenConvertorTable.Add(((PacketType)attr).LoadScreenPacketId, method);
}
else
{
var key = new Tuple<GamePacketID, Channel>(((PacketType)attr).GamePacketId, ((PacketType)attr).ChannelId);
var method = (RequestConvertor)Delegate.CreateDelegate(typeof(RequestConvertor), m);
_gameConvertorTable.Add(key, method);
}
}
}
}
}
private RequestConvertor GetConvertor(LoadScreenPacketID packetId)
{
var packetsHandledWhilePaused = new List<LoadScreenPacketID>
{
LoadScreenPacketID.RequestJoinTeam,
LoadScreenPacketID.Chat
};
if (_game.IsPaused && !packetsHandledWhilePaused.Contains(packetId))
{
return null;
}
if (_loadScreenConvertorTable.ContainsKey(packetId))
{
return _loadScreenConvertorTable[packetId];
}
return null;
}
private RequestConvertor GetConvertor(GamePacketID packetId, Channel channelId)
{
var packetsHandledWhilePaused = new List<GamePacketID>
{
GamePacketID.Dummy,
GamePacketID.SynchSimTimeC2S,
GamePacketID.ResumePacket,
GamePacketID.C2S_QueryStatusReq,
GamePacketID.C2S_ClientReady,
GamePacketID.C2S_Exit,
GamePacketID.World_SendGameNumber,
GamePacketID.SendSelectedObjID,
GamePacketID.C2S_CharSelected
};
if (_game.IsPaused && !packetsHandledWhilePaused.Contains(packetId))
{
return null;
}
var key = new Tuple<GamePacketID, Channel>(packetId, channelId);
if (_gameConvertorTable.ContainsKey(key))
{
return _gameConvertorTable[key];
}
return null;
}
public bool SendPacket(int playerId, Packet packet, Channel channelNo)
{
return SendPacket(playerId, packet, channelNo, PacketFlags.Reliable);
}
public bool SendPacket(int playerId, Packet packet, Channel channelNo, PacketFlags flags)
{
return SendPacket(playerId, packet.GetBytes(), channelNo, flags);
}
public void UnpauseGame()
{
// FIXME: test this
GetConvertor(GamePacketID.ResumePacket, Channel.CHL_C2S)(new byte[0]);
}
private void PrintPacket(byte[] buffer, string str)
{
// FIXME: currently lock disabled, not needed?
Debug.Write(str);
foreach (var b in buffer)
{
Debug.Write(b.ToString("X2") + " ");
}
Debug.WriteLine("");
Debug.WriteLine("--------");
}
public bool SendPacket(int playerId, byte[] source, Channel channelNo, PacketFlags flag = PacketFlags.Reliable)
{
// Sometimes we try to send packets to a user that doesn't exist (like in broadcast when not all players are connected).
// TODO: fix casting
if (_peers.ContainsKey(playerId))
{
byte[] temp;
if (source.Length >= 8)
{
if (_blowfishes.ContainsKey(playerId))
temp = _blowfishes[playerId].Encrypt(source);
else
temp = source;
}
else
{
temp = source;
}
return _peers[playerId].Send((byte)channelNo, temp);
}
return false;
}
public bool BroadcastPacket(byte[] data, Channel channelNo, PacketFlags flag = PacketFlags.Reliable)
{
if (data.Length >= 8)
{
// send packet to all peers and save failed ones
List<KeyValuePair<long, Peer>> failedPeers = _peers.Where(x => !x.Value.Send((byte)channelNo, _blowfishes[x.Key].Encrypt(data))).ToList();
if(failedPeers.Count() > 0)
{
Debug.WriteLine($"Broadcasting packet failed for {failedPeers.Count()} peers.");
return false;
}
return true;
}
else
{
var packet = new ENet.Packet();
packet.Create(data);
_server.Broadcast((byte)channelNo, ref packet);
return true;
}
}
public bool BroadcastPacket(Packet packet, Channel channelNo,
PacketFlags flag = PacketFlags.Reliable)
{
return BroadcastPacket(packet.GetBytes(), channelNo, flag);
}
// TODO: find a way with no need of player manager
public bool BroadcastPacketTeam(TeamId team, byte[] data, Channel channelNo,
PacketFlags flag = PacketFlags.Reliable)
{
foreach (var ci in _playerManager.GetPlayers())
{
if (ci.Item2 != null && ci.Item2.Team == team)
{
SendPacket((int)ci.Item2.PlayerId, data, channelNo, flag);
}
}
return true;
}
public bool BroadcastPacketTeam(TeamId team, Packet packet, Channel channelNo,
PacketFlags flag = PacketFlags.Reliable)
{
return BroadcastPacketTeam(team, packet.GetBytes(), channelNo, flag);
}
public bool BroadcastPacketVision(IGameObject o, Packet packet, Channel channelNo,
PacketFlags flag = PacketFlags.Reliable)
{
return BroadcastPacketVision(o, packet.GetBytes(), channelNo, flag);
}
public bool BroadcastPacketVision(IGameObject o, byte[] data, Channel channelNo,
PacketFlags flag = PacketFlags.Reliable)
{
foreach (var team in _teamsEnumerator)
{
if (team == TeamId.TEAM_NEUTRAL)
{
continue;
}
if (_game.ObjectManager.TeamHasVisionOn(team, o))
{
BroadcastPacketTeam(team, data, channelNo, flag);
}
}
return true;
}
public bool HandlePacket(Peer peer, byte[] data, Channel channelId)
{
var reader = new BinaryReader(new MemoryStream(data));
RequestConvertor convertor;
if (channelId == Channel.CHL_COMMUNICATION || channelId == Channel.CHL_LOADING_SCREEN)
{
var loadScreenPacketId = (LoadScreenPacketID)reader.ReadByte();
convertor = GetConvertor(loadScreenPacketId);
}
else
{
var gamePacketId = (GamePacketID)reader.ReadByte();
convertor = GetConvertor(gamePacketId, channelId);
switch (gamePacketId)
{
case GamePacketID.World_SendCamera_Server:
case GamePacketID.Waypoint_Acc:
case GamePacketID.OnReplication_Acc:
break;
}
}
reader.Close();
if (convertor != null)
{
//TODO: improve dictionary reverse search
long playerId = _peers.First(x => x.Value.Address.Equals(peer.Address)).Key;
dynamic req = convertor(data);
// TODO: fix all to use ulong
_netReq.OnMessage((int)playerId, req);
return true;
}
PrintPacket(data, "Error: ");
return false;
}
public bool HandleDisconnect(Peer peer)
{
long playerId = _peers.FirstOrDefault(x => x.Value.Address.Equals(peer.Address)).Key;
var player = _game.PlayerManager.GetPlayers().Find(x => x.Item2.PlayerId == playerId)?.Item2;
if (player == null)
{
Debug.WriteLine($"prevented double disconnect of {playerId}");
return true;
}
var peerInfo = _game.PlayerManager.GetPeerInfo(player.PlayerId);
if (peerInfo != null)
{
_game.PacketNotifier.NotifyUnitAnnounceEvent(UnitAnnounces.SUMMONER_DISCONNECTED, peerInfo.Champion);
peerInfo.IsDisconnected = true;
}
return player.Champion.OnDisconnect();
}
public bool HandlePacket(Peer peer, ENet.Packet packet, Channel channelId)
{
var data = packet.GetBytes();
// if channel id is HANDSHAKE we should initialize blowfish key and return
if(channelId == Channel.CHL_HANDSHAKE)
{
return HandleHandshake(peer, data);
}
// every packet that is not blowfish go here
if (data.Length >= 8)
{
long playerId = _peers.First(x => x.Value.Address.Equals(peer.Address)).Key;
data = _blowfishes[playerId].Decrypt(data);
}
return HandlePacket(peer, data, channelId);
}
private bool HandleHandshake(Peer peer, byte[] data)
{
var request = PacketReader.ReadKeyCheckRequest(data);
long playerID = _blowfishes[request.PlayerID].Decrypt(request.CheckSum);
if(request.PlayerID != playerID)
{
Debug.WriteLine($"Blowfish key is wrong!");
return false;
}
if(_peers.ContainsKey(request.PlayerID) && !_playerManager.GetPeerInfo(request.PlayerID).IsDisconnected)
{
Debug.WriteLine($"Player {request.PlayerID} is already connected. Request from {peer.Address.ToString()}.");
return false;
}
_playerClient[request.PlayerID] = (uint)_playersConnected;
_playerManager.GetPeerInfo(request.PlayerID).ClientId = _playerClient[request.PlayerID];
_playerManager.GetPeerInfo(request.PlayerID).IsStartedClient = true;
_playersConnected++;
Debug.WriteLine("Connected player No " + request.PlayerID);
_peers[request.PlayerID] = peer;
bool result = true;
// inform players about their player numbers
foreach (var player in _peers.Keys.ToArray())
{
var response = new KeyCheckResponse(player, _playerClient[player]);
// TODO: fix casting
result = result && SendPacket((int)request.PlayerID, response.GetBytes(), Channel.CHL_HANDSHAKE);
}
// only if all packets were sent successfully return true
return result;
}
}
}