fix tcp packet splitting + maxUsers
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parent
1a24799dc7
commit
105234d766
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@ -8,6 +8,7 @@ export class Player {
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private server: Server;
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username: string;
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ip: string;
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id: number;
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world = "main";
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position: Position;
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@ -23,15 +24,15 @@ export class Player {
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this.username = username;
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this.position = position;
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this.server = server;
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let id = Math.floor(Math.random() * 255);
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this.ip = (this.socket.remoteAddr as Deno.NetAddr).hostname;
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let id = Math.floor(Math.random() * server.maxUsers);
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// reassigns ID until finds available one
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// if we reach 255 players this will loop forever
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while (server.players.find((e) => e.id == id)) {
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id = Math.floor(Math.random() * 255);
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}
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while (server.players.find((e) => e.id == id)) {
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id = Math.floor(Math.random() * server.maxUsers);
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}
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this.id = id;
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}
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@ -54,7 +55,7 @@ export class Player {
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});
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}
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async toWorld(world: World) {
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toWorld(world: World) {
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this.server.broadcastPacket(
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(e) => PacketDefinitions.despawn(this.id, e),
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this,
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@ -75,6 +76,6 @@ export class Player {
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this.message("You have been moved.");
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await world.save();
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//await world.save(); TODO: this causes way too many issues
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}
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}
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@ -20,10 +20,16 @@ export class Server {
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players: Player[] = [];
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plugins: Map<string, PluginUpdateTime> = new Map();
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lengthMap: Map<number, number> = new Map([[0, 131], [5, 9], [8, 10], [
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13,
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66,
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]]);
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lengthMap: Map<number, number> = new Map([
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[0, 130],
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[5, 8],
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[8, 9],
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[13, 65],
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]);
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maxUsers = 69
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worlds: World[] = [new World({ x: 64, y: 64, z: 64 }, "main")];
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async start(port: number) {
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@ -60,9 +66,10 @@ export class Server {
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await fetch(
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"https://www.classicube.net/heartbeat.jsp" +
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`?port=${config.port}` +
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"&max=255" +
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`&max=${this.maxUsers}` +
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"&name=Cla66ic" +
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"&public=True" +
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"&software=Cla66ic" +
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`&version=7&salt=${config.hash}` +
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`&users=${this.players.length}`,
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);
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@ -136,8 +143,13 @@ export class Server {
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this.players = this.players.filter((e) => e != player);
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try {
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conn.close();
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} catch {
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// whatever
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}
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this.broadcast(`${player.username} has &cleft`);
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this.worlds.find((e) => e.name == player.world)!.save();
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this.broadcastPacket(
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(e) => PacketDefinitions.despawn(player.id, e),
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@ -145,14 +157,25 @@ export class Server {
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);
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}
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async handlePacket(packet: PacketReader, connection: Deno.Conn) {
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const packetType = packet.readByte();
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async handlePacket(
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buffer: Uint8Array,
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packetType: number,
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connection: Deno.Conn,
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) {
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const packet = new PacketReader(buffer);
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if (packetType == 0x00) {
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if (this.players.find((e) => e.socket == connection)) return;
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packet.readByte();
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const username = packet.readString();
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const verification = packet.readString();
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if(this.players.length >= this.maxUsers) {
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connection.close();
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return;
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}
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const player = new Player(
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connection,
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username,
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@ -281,33 +304,51 @@ export class Server {
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player,
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);
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}
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if (packet.buffer.length - 1 >= packet.pos) { // TODO: This logic is wrong! Sometimes, TCP packets are still dropped. Need to rewrite this properly.
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this.handlePacket(packet, connection);
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packet.pos += packet.totalPacketSize;
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packet.totalPacketSize = 0;
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}
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}
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async startSocket(connection: Deno.Conn) {
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const buffer = new Uint8Array(2048);
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while (true) {
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let count;
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const packetID = new Uint8Array(1);
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let packetIDReadAttempt;
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try {
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count = await connection.read(buffer);
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} catch (e) {
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count = 0;
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log.critical(e);
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packetIDReadAttempt = await connection.read(packetID);
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} catch {
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this.removeUser(connection); // TODO: add a reason to this
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break;
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}
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if (!count) {
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if (packetIDReadAttempt) {
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const packetLength = this.lengthMap.get(packetID[0]);
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if (!packetLength) {
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log.critical("Unknown Packet: " + packetID[0]);
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this.removeUser(connection); // TODO: add a reason to this
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break;
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}
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let rawPacket = new Uint8Array(packetLength);
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let packetReadAttempt;
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try {
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packetReadAttempt = await connection.read(rawPacket);
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} catch {
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this.removeUser(connection); // TODO: add a reason to this
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break;
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}
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let fullRead = packetReadAttempt!;
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while (fullRead < packetLength) {
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const halfPacket = new Uint8Array(packetLength - fullRead);
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rawPacket = new Uint8Array([...rawPacket, ...halfPacket]);
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fullRead += (await connection.read(halfPacket))!;
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}
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this.handlePacket(rawPacket, packetID[0], connection);
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} else {
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this.removeUser(connection);
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break;
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} else {
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const packet = new PacketReader(buffer.subarray(0, count));
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this.handlePacket(packet, connection);
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}
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}
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}
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17
readme.md
17
readme.md
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@ -33,15 +33,18 @@ environment variables
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### insipration taken from:
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1. mcgalaxy (obviuouuusly!!)
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2. https://github.com/Patbox/Cobblestone-Classic (some protocol information and
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1. https://github.com/Patbox/Cobblestone-Classic (some protocol information and
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worldhandling)
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3. cla55ic (world data too)
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2. cla55ic (world data too)
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### issues:
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1. tcp packet splitting fails sometimes
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2. no cpe support! i want to get all of the above issues fixed before
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1. Properly queue up map saves instead of just blantantly saving whenever possible
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2. massive performance issues, running more than 100 something accounts makes the server instead insane amounts of cpu (most likely multithreading needed)
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3. no cpe support! i want to get all of the above issues fixed before
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implementing CPE support
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3. proper rank support (implemented as plugin)
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4. no discord bridge (implemented as plugin)
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4. no IP cooldown connections (no block cooldown either), no anticheat, no unique IP heartbeats
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5. proper rank support (implemented as plugin)
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6. no discord bridge (implemented as plugin)
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7. no cla66ic/plugins repository
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