l2-unlegits/l2detect/GameClient_full.cpp
2012-02-01 05:25:08 +00:00

342 lines
11 KiB
C++

#include "stdafx.h"
#include "ConfigIni.h"
#include "Logger.h"
#include "GameClient.h"
#include "GameListener.h"
#include "CharArray.h"
#include "ClanList.h"
#include "ProtocolConverter.h"
//
#include "RadarDllWnd.h"
extern class CConfig g_cfg;
extern class GameListener *g_pgame;
bool GameClient::PC_full( SOCKET scl, unsigned char *sip, unsigned short int sport )
{
sock_client = INVALID_SOCKET;
sock_server = INVALID_SOCKET;
this->resetCounters( false );
log_error( LOG_DEBUG, "GameClient::ProcessClient_full() started\n" );
// assert
if( (scl == INVALID_SOCKET) || (!sip) || (sport<1) )
{
log_error( LOG_ERROR, "GameClient::ProcessClient_full(): start assert failed\n" );
return false;
}
// vars
bool retVal = false;
SOCKET sg = INVALID_SOCKET;
char ssip[16] = {0};
sprintf( ssip, "%d.%d.%d.%d", (int)sip[0], (int)sip[1], (int)sip[2], (int)sip[3] );
// first we should connect to real game server
// create real GS socket
sg = L2PNet_TCPsocket_create( true );
if( sg == INVALID_SOCKET )
{
log_error( LOG_ERROR, "GameClient::ProcessClient_full(): real GS socket create\n" );
return false;
}
// connect to real game server
log_error( LOG_DEBUG, "GameClient::ProcessClient_full(): Connecting to real game server %s:%d ", ssip, (int)sport );
L2PNet_connect( sg, ssip, sport );
int nTries = 20;
int r = 0;
while( nTries > 0 )
{
log_error_np( LOG_DEBUG, "." );
r = L2PNet_select( sg, L2PNET_SELECT_WRITE, 500, NULL, NULL );
if( r == 1 ) break;
nTries--;
}
if( r == 1 )
{
log_error_np( LOG_DEBUG, " Connected. Tries left: %d\n", nTries );
}
else
{
log_error_np( LOG_DEBUG, " Failed!\n", nTries );
log_error( LOG_ERROR, "PC_full(): cannot connect to real game server!\n" );
// close sockets
L2PNet_shutdown( scl );
L2PNet_closesocket( scl );
L2PNet_shutdown( sg );
L2PNet_closesocket( sg );
log_error_np( LOG_DEBUG, " Not connected.\n" );
return false;
}
// allocate receive buffer
unsigned char *packbuffer = (unsigned char *)malloc( 65536 ); // 64 Kb :)
if( !packbuffer )
{
log_error( LOG_ERROR, "PC_full(): cannot allocate 64 Kb packet receive buffer!\n" );
// close sockets
L2PNet_shutdown( scl );
L2PNet_closesocket( scl );
L2PNet_shutdown( sg );
L2PNet_closesocket( sg );
log_error_np( LOG_DEBUG, " Not connected.\n" );
return false;
}
// open log file
if( g_cfg.LogGamePackets )
{
char filename[256];
time_t nowTime;
time( &nowTime );
sprintf( filename, "%s%u.txt", g_cfg.LogGameFileNamePrefix, (unsigned int)nowTime );
this->logfile = fopen( filename, "wt" );
if( !logfile )
log_error( LOG_WARNING, "GameClient::PC_full(): Cannot open log file [%s] for writing!\n",
filename );
}
// set initial game client state
this->state = GCST_CONNECTED;
this->thisWasJustServerPing = false; // initial assign before any packet recieved
bool bWasModified = false;
this->sock_client = scl;
this->sock_server = sg;
ProtoConv_Init();
this->postNotify( GCN_STATECHANGE, this->state );
ai.notifyEvent( UAI_EVENT_START );
this->counters.startTimer();
// infinite loop
int recvTimeout = 120; // seconds
long recvTimeoutMsec = recvTimeout * 1000;
int selectTimeout = 1; // seconds
struct timeval tv;
fd_set fdReadSet;
unsigned char *newBytes = NULL;
unsigned int rcvdLen = 0;
unsigned int sentLen = 0;
unsigned int newLen = 0;
int wsaerr = 0;
unsigned int scode = 0;
while( 1 )
{
scode = g_pgame->getLastSignal();
if( scode == FLGS_STOP )
{
log_error( LOG_DEBUG, "GameClient::PC_full(): exit signal\n" );
break;
}
tv.tv_sec = selectTimeout;
tv.tv_usec = 0;
// check readability on sockets
FD_ZERO( &fdReadSet ); // zero set
FD_SET( scl, &fdReadSet ); // add client socket to read set
FD_SET( sg, &fdReadSet ); // add real GS socket to read set
//
r = L2PNet_select_wrapper_DUMB( 0, &fdReadSet, 0, 0, &tv );
if( r == 0 ) /* timeout failed */
{
log_error_np( LOG_DEBUGDUMP, "." );
}
else if( r == -1 ) /* select error */
{
log_error_np( LOG_DEBUGDUMP, "\nselect() ERROR\n" );
// TODO: what to do on select() error?
wsaerr = L2PNet_WSAGetLastError();
log_error( LOG_ERROR, "WinSock select() error %d: ", wsaerr );
L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr );
log_error_np( LOG_DEBUGDUMP, "\n" );
//log_error( LOG_ERROR, "ProcessClient_full(): socket select() ERROR!\n" );
//log_error( LOG_ERROR, "ProcessClient_full(): closing processing\n" );
//goto netError;
}
else if( r > 0 )
{
log_error_np( LOG_DEBUGDUMP, "\nselect(): number of sockets ready: %d\n", r );
// client sent something?
if( L2PNet_FD_ISSET( scl, &fdReadSet ) )
{
//log_error( LOG_DEBUGDUMP, "C->S (reading...)\n" );
// receive packet from client
r = L2PacketReceive_buffer( scl, recvTimeoutMsec, &rcvdLen, packbuffer );
//log_error( LOG_DEBUGDUMP, "Received %u bytes from client\n", rcvdLen );
if( (r == 0) && (rcvdLen == 0) )
{
log_error( LOG_WARNING, "Connection closed by client?\n" );
goto closeSocks;
}
if( r <= 0 )
{
log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
wsaerr = L2PNet_WSAGetLastError();
log_error( LOG_ERROR, "WinSock error %d: ", wsaerr );
L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr );
log_error_np( LOG_ERROR, "\n" );
goto netError;
}
// process it! :)
bWasModified = PP_full_fromClient( packbuffer, rcvdLen, &newBytes, &newLen );
if( newLen != -1 ) // -1 means - Drop packet
{
// resend packet to server after processing
LockSend();
r = L2PacketSend2( newBytes, sg, recvTimeoutMsec, &sentLen );
UnlockSend();
// if packet was not modified: newBytes points to the same memory as p points
// if packet was modified: newBytes points to new memory
// ... in this case we should free new memory separately
if( newBytes != packbuffer ) free( newBytes ); // :)
// in both cases newLen contains length to be sent
//log_error( LOG_DEBUGDUMP, "Sent %u bytes to server\n", sentLen );
if( sentLen != newLen ) // we must send newLen
{
log_error( LOG_ERROR, "PC_full(): After L2PacketSend2() C->S sentLen != newLen!!! (%u != %u, bWasModified = %d)\n",
sentLen, newLen, (int)bWasModified );
goto netError;
}
// counters
this->counters.addSentPacket( sentLen );
}
//else
//{
// log_error( LOG_DEBUGDUMP, "PC_full(): dropped packet...\n" );
//}
}
// server sent something?
if( L2PNet_FD_ISSET( sg, &fdReadSet ) )
{
//log_error( LOG_DEBUGDUMP, "S->C (reading...)\n" );
// receive packet from server
r = L2PacketReceive_buffer( sg, recvTimeoutMsec, &rcvdLen, packbuffer );
//log_error( LOG_DEBUGDUMP, "Received %u bytes from server\n", rcvdLen );
if( (r == 0) && (rcvdLen == 0) )
{
log_error( LOG_DEBUG, "Connection closed by server?\n" );
goto closeSocks;
}
if( r <= 0 )
{
log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
wsaerr = L2PNet_WSAGetLastError();
log_error( LOG_ERROR, "WinSock error %d: ", wsaerr );
L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr );
log_error_np( LOG_ERROR, "\n" );
goto netError;
}
// counters
this->counters.addRcvdPacket( rcvdLen );
// process it! :)
bWasModified = PP_full_fromServer( packbuffer, rcvdLen, &newBytes, &newLen );
if( newLen != -1 ) // -1 means - Drop packet
{
// resend packet to client
LockSend();
r = L2PacketSend2( newBytes, scl, recvTimeoutMsec, &sentLen );
UnlockSend();
// if packet was not modified: newBytes points to the same memory as p points
// if packet was modified: newBytes points to new memory
// ... in this case we should free new memory separately
if( newBytes != packbuffer )
{
//log_error( LOG_OK, "Packet was modified, freeing newBytes buffer (newLen = %u)\n", newLen );
free( newBytes ); // :)
}
// in both cases newLen contains length to be sent
//log_error( LOG_DEBUGDUMP, "Sent %u bytes to client\n", sentLen );
if( sentLen != newLen )
{
log_error( LOG_ERROR, "PC_full(): After L2PacketrSend2() S->C sent != rcvd!!! (%u != %u, bWasModified = %d)\n",
sentLen, newLen, (int)bWasModified );
goto netError;
}
} // newLen != -1
}
} // (r>0) // select() OK
}// while(1)
retVal = true;
netError:
retVal = true;
if( wsaerr > 0 )
{
retVal = false;
log_error( LOG_ERROR, "PC_full(): some error happened or network connection closed...\n" );
}
closeSocks:
// save radar window size
PostMessage( g_radardll_hwnd, WMMY_SAVE_WINDOW_SIZE, 0, 0 );
// logfile
if( this->logfile )
{
fclose( this->logfile );
this->logfile = NULL;
}
// free packbuffer
if( packbuffer ) free( packbuffer );
packbuffer = NULL;
// stop AI thread
ai.notifyEvent( UAI_EVENT_STOP );
// reset internal state
this->resetConnectedState();
// sockets
L2PNet_shutdown( scl );
L2PNet_closesocket( scl );
L2PNet_shutdown( sg );
L2PNet_closesocket( sg );
// lists
CharArray_DeleteAll();
ClanList_DeleteAll();
// switch state
this->state = GCST_OFFLINE;
this->postNotify( GCN_STATECHANGE, this->state );
// log counters
GameClient_NetStats netstats;
counters.calcNowStats( &netstats );
log_error_np( LOG_OK, "=============================================\n" );
log_error_np( LOG_OK, "Network usage stats:\n" );
log_error_np( LOG_OK, "Bytes, packets sent: %I64u, %I64u\n", counters.ullBytesSent, counters.ullPacketsSent );
log_error_np( LOG_OK, "Bytes, packets rcvd: %I64u, %I64u\n", counters.ullBytesRcvd, counters.ullPacketsRcvd );
log_error_np( LOG_OK, "Time connected: %0.2f seconds\n", netstats.timePassedSecs );
log_error_np( LOG_OK, "Avg send speed: %0.2f bytes/sec\n", netstats.avgSendSpeed );
log_error_np( LOG_OK, "Avg recv speed: %0.2f bytes/sec\n", netstats.avgRecvSpeed );
log_error_np( LOG_OK, "Avg send L2 packets: %0.2f packets/sec\n", netstats.avgSendPacketsPerSec );
log_error_np( LOG_OK, "Avg recv L2 packets: %0.2f packets/sec\n", netstats.avgRecvPacketsPerSec );
log_error_np( LOG_OK, "Avg out packet size: %0.2f bytes\n", netstats.avgSendPacketSize );
log_error_np( LOG_OK, "Avg in packet size: %0.2f bytes\n", netstats.avgRecvPacketSize );
log_error_np( LOG_OK, "=============================================\n" );
ErrorLogger_FlushLogFile();
//
log_error( LOG_DEBUG, "GameClient::PC_full() ending, returning %d\n", (int)retVal );
return retVal;
}
// if packet was modified, it will be encoded again before resending
bool GameClient::PP_full_reencode_packet( unsigned char *bytes, unsigned int len, unsigned char *key )
{
if( !this->xor_enabled ) return true; // no need to encrypt now - XOR keys not received yet
//if( !bytes || (len<3) || !key ) return false; // asserts
//L2GamePacket p;
//if( !p.setBytes( bytes, len ) ) return false;
//if( !p.encodeXOR( key ) ) return false;
//memcpy( bytes, p.getBytesPtr(), len );
// speed optimisation - remove constructor(), setBytes() calls and memcpy() call
bool ret = L2GamePacket::encodeXOR_buffer( bytes, len, key ); // encode directly in buffer
/*log_error( LOG_DEBUGDUMP, "PP_full_reencode_packet(): packet of len %u re-encode result: %d\n",
len, (int)ret );*/
return ret;
}