mirror of
https://github.com/bdnugget/nbnet.git
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220 lines
6.1 KiB
C
220 lines
6.1 KiB
C
/*
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Copyright (C) 2023 BIAGINI Nathan
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include <stdio.h>
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#include <stdbool.h>
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#include <string.h>
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// Has to be defined in exactly *one* source file before including the nbnet header
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#define NBNET_IMPL
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#include "shared.h"
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static NBN_ConnectionHandle client = 0;
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// Echo the received message
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static int EchoReceivedMessage(void)
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{
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// Get info about the received message
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NBN_MessageInfo msg_info = NBN_GameServer_GetMessageInfo();
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assert(msg_info.sender == client);
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assert(msg_info.type == ECHO_MESSAGE_TYPE);
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// Retrieve the received message
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EchoMessage *msg = (EchoMessage *)msg_info.data;
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// Create an echo message
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EchoMessage *echo = EchoMessage_Create();
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// Fill it with the received message data and length
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memcpy(echo->data, msg->data, msg->length);
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echo->length = msg->length;
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// Reliably send it to the client
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// If the send fails the client will be disconnected and a NBN_CLIENT_DISCONNECTED event
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// will be received (see event polling in main)
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NBN_GameServer_SendReliableMessageTo(client, ECHO_MESSAGE_TYPE, echo);
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EchoMessage_Destroy(msg); // Destroy the received echo message
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return 0;
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}
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static bool error = false;
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int main(int argc, const char **argv)
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{
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#ifdef __EMSCRIPTEN__
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// Register the WebRTC driver
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#ifdef NBN_TLS
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if (argc != 3)
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{
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printf("Usage: server CERT_PATH KEY_PATH\n");
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return 1;
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}
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const char *cert_path = argv[1];
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const char *key_path = argv[2];
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NBN_WebRTC_Register((NBN_WebRTC_Config){.enable_tls = true, .cert_path = cert_path, .key_path = key_path});
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#else
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NBN_WebRTC_Register((NBN_WebRTC_Config){.enable_tls = false});
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#endif // NBN_TLS
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#elif defined(NBN_WEBRTC_NATIVE)
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// Register native WebRTC driver
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#ifdef NBN_TLS
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bool enable_tls = true;
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#else
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bool enable_tls = false;
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#endif // NBN_TLS
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const char *ice_servers[] = { "stun:stun01.sipphone.com" };
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NBN_WebRTC_C_Config cfg = {
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.ice_servers = ice_servers,
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.ice_servers_count = 1,
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.enable_tls = enable_tls,
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.cert_path = NULL,
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.key_path = NULL,
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.passphrase = NULL,
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.log_level = RTC_LOG_VERBOSE};
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NBN_WebRTC_C_Register(cfg);
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NBN_UDP_Register(); // Register the UDP driver
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#endif // __EMSCRIPTEN__
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#ifdef NBN_ENCRYPTION
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bool enable_encryption = true;
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#else
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bool enable_encryption = false;
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#endif
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// Start the server with a protocol name, a port, and with packet encryption on or off
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if (NBN_GameServer_StartEx(ECHO_PROTOCOL_NAME, ECHO_EXAMPLE_PORT, enable_encryption) < 0)
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{
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Log(LOG_ERROR, "Failed to start the server");
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// Error, quit the server application
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#ifdef __EMSCRIPTEN__
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emscripten_force_exit(1);
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#else
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return 1;
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#endif
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}
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// Registering messages, have to be done after NBN_GameServer_StartEx
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NBN_GameServer_RegisterMessage(ECHO_MESSAGE_TYPE,
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(NBN_MessageBuilder)EchoMessage_Create,
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(NBN_MessageDestructor)EchoMessage_Destroy,
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(NBN_MessageSerializer)EchoMessage_Serialize);
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// Number of seconds between server ticks
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double dt = 1.0 / ECHO_TICK_RATE;
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while (true)
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{
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int ev;
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// Poll for server events
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while ((ev = NBN_GameServer_Poll()) != NBN_NO_EVENT)
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{
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if (ev < 0)
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{
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Log(LOG_ERROR, "Something went wrong");
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// Error, quit the server application
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error = true;
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break;
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}
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switch (ev)
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{
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// New connection request...
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case NBN_NEW_CONNECTION:
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// Echo server work with one single client at a time
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if (client)
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{
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NBN_GameServer_RejectIncomingConnectionWithCode(ECHO_SERVER_BUSY_CODE);
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}
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else
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{
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NBN_GameServer_AcceptIncomingConnection();
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client = NBN_GameServer_GetIncomingConnection();
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}
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break;
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// The client has disconnected
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case NBN_CLIENT_DISCONNECTED:
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assert(NBN_GameServer_GetDisconnectedClient() == client);
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client = 0;
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break;
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// A message has been received from the client
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case NBN_CLIENT_MESSAGE_RECEIVED:
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if (EchoReceivedMessage() < 0)
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{
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Log(LOG_ERROR, "Failed to echo received message");
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// Error, quit the server application
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error = true;
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}
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break;
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}
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}
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// Pack all enqueued messages as packets and send them
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if (NBN_GameServer_SendPackets() < 0)
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{
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Log(LOG_ERROR, "Failed to send packets");
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// Error, quit the server application
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error = true;
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break;
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}
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// Cap the server tick rate
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EchoSleep(dt);
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}
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// Stop the server
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NBN_GameServer_Stop();
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#ifdef NBN_WEBRTC_NATIVE
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NBN_WebRTC_C_Unregister();
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#endif
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int ret = error ? 1 : 0;
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#ifdef __EMSCRIPTEN__
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emscripten_force_exit(ret);
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#else
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return ret;
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#endif
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}
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