teeworlds_network/lib/teeworlds_client.rb

508 lines
13 KiB
Ruby

# frozen_string_literal: true
require 'socket'
require_relative 'string'
require_relative 'array'
require_relative 'bytes'
require_relative 'network'
require_relative 'packet'
require_relative 'chunk'
require_relative 'messages/server_info'
require_relative 'net_base'
require_relative 'packer'
require_relative 'models/player'
require_relative 'game_client'
require_relative 'config'
class TeeworldsClient
attr_reader :state, :hooks, :game_client
attr_accessor :rcon_authed, :local_client_id
def initialize(options = {})
@verbose = options[:verbose] || false
@state = NET_CONNSTATE_OFFLINE
@ip = 'localhost'
@port = 8303
@local_client_id = 0
@config = Config.new(file: options[:config])
@hooks = {
chat: [],
map_change: [],
client_info: [],
client_drop: [],
connected: [],
disconnect: [],
rcon_line: [],
snapshot: [],
input_timing: [],
auth_on: [],
auth_off: [],
rcon_cmd_add: [],
rcon_cmd_rem: [],
maplist_entry_add: [],
maplist_entry_rem: []
}
@thread_running = false
@signal_disconnect = false
@game_client = GameClient.new(self)
@start_info = {
name: 'ruby gamer',
clan: '',
country: -1,
body: 'spiky',
marking: 'duodonny',
decoration: '',
hands: 'standard',
feet: 'standard',
eyes: 'standard',
custom_color_body: 0,
custom_color_marking: 0,
custom_color_decoration: 0,
custom_color_hands: 0,
custom_color_feet: 0,
custom_color_eyes: 0,
color_body: 0,
color_marking: 0,
color_decoration: 0,
color_hands: 0,
color_feet: 0,
color_eyes: 0
}
@rcon_authed = false
end
def rcon_authed?
@rcon_authed
end
def on_auth_on(&block)
@hooks[:auth_on].push(block)
end
def on_auth_off(&block)
@hooks[:auth_off].push(block)
end
def on_rcon_cmd_add(&block)
@hooks[:rcon_cmd_add].push(block)
end
def on_rcon_cmd_rem(&block)
@hooks[:rcon_cmd_rem].push(block)
end
def on_maplist_entry_add(&block)
@hooks[:maplist_entry_add].push(block)
end
def on_maplist_entry_rem(&block)
@hooks[:maplist_entry_rem].push(block)
end
def on_chat(&block)
@hooks[:chat].push(block)
end
def on_map_change(&block)
@hooks[:map_change].push(block)
end
def on_client_info(&block)
@hooks[:client_info].push(block)
end
def on_client_drop(&block)
@hooks[:client_drop].push(block)
end
def on_connected(&block)
@hooks[:connected].push(block)
end
def on_disconnect(&block)
@hooks[:disconnect].push(block)
end
def on_rcon_line(&block)
@hooks[:rcon_line].push(block)
end
def on_snapshot(&block)
@hooks[:snapshot].push(block)
end
def on_input_timing(&block)
@hooks[:input_timing].push(block)
end
def send_chat(str)
@netbase.send_packet(
NetChunk.create_header(vital: true, size: 4 + str.length) +
[
pack_msg_id(NETMSGTYPE_CL_SAY),
CHAT_ALL,
64 # should use TARGET_SERVER (-1) instead of hacking 64 in here
] +
Packer.pack_str(str)
)
end
def connect(ip, port, options = {})
options[:detach] = options[:detach] || false
if options[:detach] && @thread_running
puts 'Error: connection thread already running call disconnect() first'
return
end
disconnect
@signal_disconnect = false
@ticks = 0
@game_client = GameClient.new(self)
# me trying to write cool code
@client_token = (1..4).to_a.map { |_| rand(0..255) }
@client_token = @client_token.map { |b| b.to_s(16).rjust(2, '0') }.join
puts "client token #{@client_token}"
@netbase = NetBase.new(verbose: @verbose)
NetChunk.reset
@ip = ip
@port = port
puts "connecting to #{@ip}:#{@port} .."
@s = UDPSocket.new
@s.connect(ip, port)
puts "client port: #{@s.addr[1]}"
@netbase.connect(@s, @ip, @port)
@token = nil
send_ctrl_with_token
if options[:detach]
@thread_running = true
Thread.new do
connection_loop
end
else
connection_loop
end
end
# TODO: this is same in client and server
# move to NetBase???
def send_ctrl_close
@netbase&.send_packet([NET_CTRLMSG_CLOSE], chunks: 0, control: true)
end
def disconnect
puts 'disconnecting.'
send_ctrl_close unless @s.nil?
@s&.close
@s = nil
@signal_disconnect = true
end
def set_startinfo(info)
info.each do |key, value|
unless @start_info.key?(key)
puts "Error: invalid start info key '#{key}'"
puts " valid keys: #{@start_info.keys}"
exit 1
end
@start_info[key] = value
end
end
def send_msg(data)
@netbase.send_packet(data)
end
def send_ctrl_keepalive
@netbase.send_packet([NET_CTRLMSG_KEEPALIVE], chunks: 0, control: true)
end
def send_msg_connect
msg = [NET_CTRLMSG_CONNECT] + str_bytes(@client_token) + Array.new(501, 0x00)
@netbase.send_packet(msg, chunks: 0, control: true)
end
def send_ctrl_with_token
@state = NET_CONNSTATE_TOKEN
msg = [NET_CTRLMSG_TOKEN] + str_bytes(@client_token) + Array.new(512, 0x00)
@netbase.send_packet(msg, chunks: 0, control: true)
end
def send_info
data = []
data += Packer.pack_str(GAME_NETVERSION)
data += Packer.pack_str(@config.password)
data += Packer.pack_int(CLIENT_VERSION)
msg = NetChunk.create_header(vital: true, size: data.size + 1) +
[pack_msg_id(NETMSG_INFO, system: true)] +
data
@netbase.send_packet(msg)
end
def rcon_auth(name, password = nil)
if name.instance_of?(Hash)
password = name[:password]
name = name[:name]
end
if password.nil?
raise "Error: password can not be empty\n" \
" provide two strings: name, password\n" \
" or a hash with the key :password\n" \
"\n" \
" rcon_auth('', '123')\n" \
" rcon_auth(password: '123')\n"
end
data = []
if name.nil? || name == ''
data += Packer.pack_str(password)
else # ddnet auth using name, password and some int?
data += Packer.pack_str(name)
data += Packer.pack_str(password)
data += Packer.pack_int(1)
end
msg = NetChunk.create_header(vital: true, size: data.size + 1) +
[pack_msg_id(NETMSG_RCON_AUTH, system: true)] +
data
@netbase.send_packet(msg)
end
def rcon(command)
data = []
data += Packer.pack_str(command)
msg = NetChunk.create_header(vital: true, size: data.size + 1) +
[pack_msg_id(NETMSG_RCON_CMD, system: true)] +
data
@netbase.send_packet(msg)
end
def send_msg_start_info
data = []
@start_info.each do |key, value|
if value.instance_of?(String)
data += Packer.pack_str(value)
elsif value.instance_of?(Integer)
data += Packer.pack_int(value)
else
puts "Error: invalid start info #{key}: #{value}"
exit 1
end
end
@netbase.send_packet(
NetChunk.create_header(vital: true, size: data.size + 1) +
[pack_msg_id(NETMSGTYPE_CL_STARTINFO, system: false)] +
data
)
end
def send_msg_ready
@netbase.send_packet(
NetChunk.create_header(vital: true, size: 1) +
[pack_msg_id(NETMSG_READY, system: true)]
)
end
def send_enter_game
@netbase.send_packet(
NetChunk.create_header(vital: true, size: 1) +
[pack_msg_id(NETMSG_ENTERGAME, system: true)]
)
end
def send_input
inp = {
direction: -1,
target_x: 10,
target_y: 10,
jump: rand(0..1),
fire: 0,
hook: 0,
player_flags: 0,
wanted_weapon: 0,
next_weapon: 0,
prev_weapon: 0
}
data = []
data += Packer.pack_int(@game_client.ack_game_tick)
data += Packer.pack_int(@game_client.pred_game_tick)
data += Packer.pack_int(40) # magic size 40
data += Packer.pack_int(inp[:direction])
data += Packer.pack_int(inp[:target_x])
data += Packer.pack_int(inp[:target_y])
data += Packer.pack_int(inp[:jump])
data += Packer.pack_int(inp[:fire])
data += Packer.pack_int(inp[:hook])
data += Packer.pack_int(inp[:player_flags])
data += Packer.pack_int(inp[:wanted_weapon])
data += Packer.pack_int(inp[:next_weapon])
data += Packer.pack_int(inp[:prev_weapon])
msg = NetChunk.create_header(vital: false, size: data.size + 1) +
[pack_msg_id(NETMSG_INPUT, system: true)] +
data
@netbase.send_packet(msg)
end
private
def on_msg_token(data)
# TODO: add hook
@token = bytes_to_str(data)
@netbase.set_peer_token(@token)
puts "Got token #{@token}"
send_msg_connect
end
def on_msg_accept
# TODO: add hook
puts 'got accept. connection online'
@state = NET_CONNSTATE_ONLINE
send_info
end
def on_msg_close(data)
@game_client.on_disconnect(data)
end
# CClient::ProcessConnlessPacket
def on_ctrl_message(msg, data)
case msg
when NET_CTRLMSG_TOKEN then on_msg_token(data)
when NET_CTRLMSG_ACCEPT then on_msg_accept
when NET_CTRLMSG_CLOSE then on_msg_close(data)
when NET_CTRLMSG_KEEPALIVE # silently ignore keepalive
else
puts "Uknown control message #{msg}"
exit(1)
end
end
def on_message(chunk)
case chunk.msg
when NETMSGTYPE_SV_READYTOENTER then @game_client.on_ready_to_enter(chunk)
when NETMSGTYPE_SV_CLIENTINFO then @game_client.on_client_info(chunk)
when NETMSGTYPE_SV_CLIENTDROP then @game_client.on_client_drop(chunk)
when NETMSGTYPE_SV_EMOTICON then @game_client.on_emoticon(chunk)
when NETMSGTYPE_SV_CHAT then @game_client.on_chat(chunk)
else
puts "todo non sys chunks. skipped msg: #{chunk.msg}" if @verbose
end
end
def process_chunk(chunk)
unless chunk.sys
on_message(chunk)
return
end
puts "proccess chunk with msg: #{chunk.msg}" if @verbose
case chunk.msg
when NETMSG_MAP_CHANGE
@game_client.on_map_change(chunk)
when NETMSG_SERVERINFO
puts 'ignore server info for now'
when NETMSG_CON_READY
@game_client.on_connected
when NETMSG_NULL
# should we be in alert here?
when NETMSG_RCON_LINE
@game_client.on_rcon_line(chunk)
when NETMSG_SNAP, NETMSG_SNAPSINGLE, NETMSG_SNAPEMPTY
@game_client.on_snapshot(chunk)
when NETMSG_INPUTTIMING
@game_client.on_input_timing(chunk)
when NETMSG_RCON_AUTH_ON
@game_client.on_auth_on
when NETMSG_RCON_AUTH_OFF
@game_client.on_auth_off
when NETMSG_RCON_CMD_ADD
@game_client.on_rcon_cmd_add(chunk)
when NETMSG_RCON_CMD_REM
@game_client.on_rcon_cmd_rem(chunk)
when NETMSG_MAPLIST_ENTRY_ADD
@game_client.on_maplist_entry_add(chunk)
when NETMSG_MAPLIST_ENTRY_REM
@game_client.on_maplist_entry_rem(chunk)
else
puts "Unsupported system msg: #{chunk.msg}"
p str_hex(chunk.full_raw)
exit(1)
end
end
def process_server_packet(packet)
data = packet.payload
if data.size.zero?
puts 'Error: packet payload is empty'
puts packet.to_s
return
end
chunks = BigChungusTheChunkGetter.get_chunks(data)
chunks.each do |chunk|
if chunk.flags_vital && !chunk.flags_resend && chunk.msg != NETMSG_NULL
@netbase.ack = (@netbase.ack + 1) % NET_MAX_SEQUENCE
puts "got ack: #{@netbase.ack}" if @verbose
end
process_chunk(chunk)
end
end
def tick
# puts "tick"
begin
pck = @s.recvfrom_nonblock(1400)
rescue Errno::ECONNREFUSED
puts 'connection problems ...'
pck = nil
rescue IO::EAGAINWaitReadable
pck = nil
end
if pck.nil? && @token.nil?
@wait_for_token ||= 0
@wait_for_token += 1
if @wait_for_token > 6
@token = nil
send_ctrl_with_token
puts 'retrying connection ...'
end
end
return unless pck
data = pck.first
packet = Packet.new(data, '<')
puts packet.to_s if @verbose
# process connless packets data
if packet.flags_control
msg = data[PACKET_HEADER_SIZE].unpack1('C*')
on_ctrl_message(msg, data[(PACKET_HEADER_SIZE + 1)..])
else # process non-connless packets
process_server_packet(packet)
end
send_ctrl_keepalive if (@ticks % 8).zero?
if @game_client.ack_game_tick.positive?
now = Time.now
@@last_pred ||= now
diff = now - @@last_pred
# @Swarfey does js setInterval(20) in his lib
# not sure if it makes sense to do a diff > 0.2 here then xd
@game_client.pred_game_tick += 1 if diff > 0.2
end
@ticks += 1
send_input if (@ticks % 20).zero?
end
def connection_loop
until @signal_disconnect
tick
# TODO: proper tick speed sleep
sleep 0.001
end
@thread_running = false
@signal_disconnect = false
end
end