ddnet/src/engine/shared/serverinfo.h
heinrich5991 436e202cbd Add client-side HTTP server info
Summary
=======

The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.

For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.

The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".

The LAN tab continues to broadcast the server info packet to find
servers in the LAN.

How does it work?
=================

The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.

It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.

Lost functionality
==================

(also known as user-visible changes)

Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.

This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
2021-05-14 01:00:39 +02:00

49 lines
1.1 KiB
C++

#ifndef ENGINE_SHARED_SERVERINFO_H
#define ENGINE_SHARED_SERVERINFO_H
#include "protocol.h"
typedef struct _json_value json_value;
class CServerInfo;
class CServerInfo2
{
public:
class CClient
{
public:
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
int m_Score;
//int m_Team;
bool m_IsPlayer;
};
CClient m_aClients[MAX_CLIENTS];
int m_MaxClients;
int m_NumClients; // Indirectly serialized.
int m_MaxPlayers;
int m_NumPlayers; // Not serialized.
bool m_Passworded;
char m_aGameType[16];
char m_aName[64];
char m_aMapName[32];
//unsigned int m_MapCrc;
//int m_MapSize;
char m_aVersion[32];
bool operator==(const CServerInfo2 &Other) const;
bool operator!=(const CServerInfo2 &Other) const { return !(*this == Other); }
static bool FromJson(CServerInfo2 *pOut, const json_value *pJson);
static bool FromJsonRaw(CServerInfo2 *pOut, const json_value *pJson);
bool Validate() const;
void ToJson(char *pBuffer, int BufferSize) const;
operator CServerInfo() const;
};
bool ParseCrc(unsigned int *pResult, const char *pString);
#endif // ENGINE_SHARED_SERVERINFO_H