279 lines
8.8 KiB
C++
279 lines
8.8 KiB
C++
#include "stdafx.h"
|
|
#include "ConfigIni.h"
|
|
#include "Logger.h"
|
|
#include "GameClient.h"
|
|
#include "GameListener.h"
|
|
#include "CharArray.h"
|
|
#include "ClanList.h"
|
|
|
|
extern class CConfig g_cfg;
|
|
extern class GameListener *g_pgame;
|
|
|
|
bool GameClient::PC_sniff( 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_onlySniff() started\n" );
|
|
// assert
|
|
if( (scl == INVALID_SOCKET) || (!sip) || (sport<1) )
|
|
{
|
|
log_error( LOG_ERROR, "GameClient::ProcessClient_onlySniff(): 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_onlySniff(): real GS socket create\n" );
|
|
return false;
|
|
}
|
|
|
|
// connect to real game server
|
|
log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): 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--;
|
|
}
|
|
|
|
log_error_np( LOG_DEBUG, "\n" );
|
|
if( r == 1 )
|
|
{
|
|
log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Connected. Tries left: %d\n", nTries );
|
|
}
|
|
else
|
|
{
|
|
// close sockets
|
|
L2PNet_shutdown( scl );
|
|
L2PNet_closesocket( scl );
|
|
L2PNet_shutdown( sg );
|
|
L2PNet_closesocket( sg );
|
|
log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Not connected.\n" );
|
|
return false;
|
|
}
|
|
|
|
// open log file
|
|
if( g_cfg.LogGamePackets )
|
|
{
|
|
char filename[256];
|
|
char filename_raw[256];
|
|
time_t nowTime;
|
|
time( &nowTime );
|
|
sprintf( filename, "%s%u.txt",
|
|
g_cfg.LogGameFileNamePrefix,
|
|
(unsigned int)nowTime );
|
|
sprintf( filename_raw, "%s%u_raw.txt",
|
|
g_cfg.LogGameFileNamePrefix,
|
|
(unsigned int)nowTime );
|
|
this->logfile = fopen( filename, "wt" );
|
|
if( !logfile )
|
|
log_error( LOG_WARNING, "GameClient::ProcessClient_onlySniff(): Cannot open log file [%s] for writing!\n",
|
|
filename );
|
|
// open raw log data for not decrypted packets, if problems with decryption
|
|
this->logfileRaw = fopen( filename_raw, "wt" );
|
|
}
|
|
|
|
// set initial game client state
|
|
this->state = GCST_CONNECTED;
|
|
this->sock_client = scl;
|
|
this->sock_server = sg;
|
|
this->postNotify( GCN_STATECHANGE, this->state );
|
|
this->counters.startTimer();
|
|
ai.notifyEvent( UAI_EVENT_START );
|
|
|
|
// infinite loop
|
|
int recvTimeout = 20; // seconds
|
|
long recvTimeoutMsec = recvTimeout * 1000;
|
|
int selectTimeout = 1; // seconds
|
|
struct timeval tv;
|
|
fd_set fdReadSet;
|
|
unsigned char *p = NULL;
|
|
unsigned int rcvdLen = 0;
|
|
unsigned int sentLen = 0;
|
|
unsigned int scode = 0;
|
|
|
|
while( 1 )
|
|
{
|
|
// first check are we signaled to exit?
|
|
scode = g_pgame->getLastSignal();
|
|
if( scode == FLGS_STOP )
|
|
{
|
|
log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): 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 = select( 0, &fdReadSet, 0, 0, &tv );
|
|
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?
|
|
//int wsaerr = WSAGetLastError();
|
|
int wsaerr = L2PNet_WSAGetLastError();
|
|
log_error( LOG_ERROR, "WinSock error: " );
|
|
L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr );
|
|
log_error_np( LOG_DEBUGDUMP, "\n" );
|
|
//log_error( LOG_ERROR, "ProcessClient_onlySniff(): socket select() ERROR!\n" );
|
|
//log_error( LOG_ERROR, "ProcessClient_onlySniff(): closing processing\n" );
|
|
//goto netError;
|
|
}
|
|
else if( r > 0 )
|
|
{
|
|
log_error_np( LOG_DEBUGDUMP, "\nselect(): number of sockets ready: %d\n", r );
|
|
if( L2PNet_FD_ISSET( scl, &fdReadSet ) ) // client sent something?
|
|
{
|
|
log_error( LOG_DEBUGDUMP, "C->S (reading...)\n" );
|
|
// first receive packet from client
|
|
p = L2PacketReceive_malloc( scl, recvTimeoutMsec, &rcvdLen );
|
|
log_error( LOG_DEBUGDUMP, "Received %u bytes from client\n", rcvdLen );
|
|
if( p && (rcvdLen == 0) )
|
|
{
|
|
log_error( LOG_WARNING, "Connection closed by client?\n" );
|
|
goto closeSocks;
|
|
}
|
|
if( !p )
|
|
{
|
|
log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
|
|
goto netError;
|
|
}
|
|
|
|
// counters
|
|
this->counters.addSentPacket( rcvdLen );
|
|
|
|
// ... then resend packet to server
|
|
r = L2PacketSend2( p, sg, recvTimeout*1000, &sentLen );
|
|
log_error( LOG_DEBUGDUMP, "Sent %u bytes to server\n", sentLen );
|
|
if( rcvdLen != sentLen )
|
|
{
|
|
log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen );
|
|
goto netError;
|
|
}
|
|
|
|
// log raw bytes, before decode
|
|
logPacketRaw( p, rcvdLen, false );
|
|
// ... and only then process this packet
|
|
PP_sniff_fromClient( p, rcvdLen );
|
|
logPacket( p, rcvdLen, false );
|
|
free( p );
|
|
p = NULL;
|
|
}
|
|
|
|
if( L2PNet_FD_ISSET( sg, &fdReadSet ) ) // server sent something?
|
|
{
|
|
log_error( LOG_DEBUGDUMP, "S->C (reading...)\n" );
|
|
// first receive packet from server
|
|
p = L2PacketReceive_malloc( sg, recvTimeoutMsec, &rcvdLen );
|
|
log_error( LOG_DEBUGDUMP, "Received %u bytes from server\n", rcvdLen );
|
|
if( p && (rcvdLen == 0) )
|
|
{
|
|
log_error( LOG_WARNING, "Connection closed by server?\n" );
|
|
goto closeSocks;
|
|
}
|
|
if( !p )
|
|
{
|
|
log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
|
|
goto netError;
|
|
}
|
|
|
|
// counters
|
|
this->counters.addRcvdPacket( rcvdLen );
|
|
|
|
// .. then resend packet to client
|
|
r = L2PacketSend2( p, scl, recvTimeout*1000, &sentLen );
|
|
log_error( LOG_DEBUGDUMP, "Sent %u bytes to client\n", sentLen );
|
|
if( rcvdLen != sentLen )
|
|
{
|
|
log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen );
|
|
goto netError;
|
|
}
|
|
|
|
// log raw bytes, before decode
|
|
logPacketRaw( p, rcvdLen, true );
|
|
// ... and only then process it
|
|
PP_sniff_fromServer( p, rcvdLen );
|
|
logPacket( p, rcvdLen, true );
|
|
free( p );
|
|
p = NULL;
|
|
}
|
|
} // (r>0) // select() OK
|
|
}// while(1)
|
|
|
|
retVal = true;
|
|
netError:
|
|
log_error( LOG_ERROR, "PC_sniff(): some error happened or network connection closed...\n" );
|
|
if( p ) free( p );
|
|
p = NULL;
|
|
retVal = false;
|
|
closeSocks: // all cleanup
|
|
// logfile
|
|
if( this->logfile )
|
|
{
|
|
fclose( this->logfile );
|
|
this->logfile = NULL;
|
|
}
|
|
if( this->logfileRaw )
|
|
{
|
|
fclose( this->logfileRaw );
|
|
this->logfileRaw = NULL;
|
|
}
|
|
// stop AI thread
|
|
ai.notifyEvent( UAI_EVENT_STOP );
|
|
this->resetConnectedState();
|
|
// sockets
|
|
L2PNet_shutdown( scl );
|
|
L2PNet_closesocket( scl );
|
|
L2PNet_shutdown( sg );
|
|
L2PNet_closesocket( sg );
|
|
// lists
|
|
CharArray_DeleteAll();
|
|
ClanList_DeleteAll();
|
|
// 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_sniff() ending, returning %d\n", (int)retVal );
|
|
return retVal;
|
|
}
|
|
|