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https://github.com/Dingo-Shenanigans/ReSkate.git
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Server config: - Written in sections, in reading order: server, access, maps, players, anti_cheat, network, votes. A config from an older version, flat and under older names, is read as it is and written back this way on first start; only settings that are really new are reported as new. - Renamed: no_bail, noclip, boosts, parties, voice_chat to allow_*; global_bans to use_global_bans; welcome to welcome_message; speed_check to speed_hack; score_check to modified_scoring; score_allow to allowed_scoring_mods; map_pool and map_rotation_minutes to maps.pool and maps.rotation_minutes. Console and admin commands are unchanged. - Bans are kept in data/bans.json beside the config. A config that holds them has them moved there; a bans file that cannot be read stops the server from starting. - Reserved slots are one list, "reserved_players_slots": a slot is kept for each listed player who is not on. "reserved_slots" and the "reserved slots <n>" command are gone; admins may take a kept slot but none is kept for them. - "tps" is no longer in the file: dedicated servers run at 20. - "bone_scale_limit" is 1 by default: resized body parts are off unless a server allows them. - New: "pack_ms" (10), how long Steam may hold a message to pack it with others; "finger_distance" (25); "steam_debug", which logs what Steam's networking says, for connection faults.
301 lines
15 KiB
C++
301 lines
15 KiB
C++
#pragma once
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#include "server_activity.h"
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#include "server_config.h"
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#include "speed_check.h"
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#include "Engine/Game/Multiplayer/chat_rate.h"
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#include "Extension/Multiplayer/Net/delta_codec.h"
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#include "Extension/Multiplayer/Net/pose_batch.h"
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#include "Extension/Multiplayer/Net/sound_codec.h"
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#include "Extension/Multiplayer/Session/object_state.h"
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#include "Extension/Multiplayer/Session/party_book.h"
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#include "Extension/Multiplayer/Session/password.h"
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#include "Extension/Multiplayer/Session/room.h"
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#include "Extension/Multiplayer/Steam/steam_transport.h"
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#include "Engine/Game/World/world_layers.h"
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#include <unordered_map>
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#include <functional>
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#include <map>
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#include <memory>
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#include <optional>
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#include <set>
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#include <string>
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namespace dingosdk::server {
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using namespace multiplayer;
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// The host side of a ReSkate session without a game: admission, the roster,
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// map changes and relaying every player's poses, outfits, voice, chat and
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// objects. It follows the protocol the in-game host speaks (session_*.cpp),
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// minus the host's own skater.
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class Host {
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public:
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using Log = std::function<void(const std::string &)>;
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Host(ServerConfig &config, SteamTransport &transport, Log log);
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// Opens the listener and starts a session under the given server identity.
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bool start(std::string &error);
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void tick(std::uint64_t now);
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// A console line, or an admin's request (`admin` = their SteamID64, 0 for the console).
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std::string command(std::string_view line, std::uint64_t admin = 0);
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void stop(const std::string &reason);
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std::string invite() const;
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std::string map_name() const;
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unsigned players() const;
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std::uint64_t secret() const { return secret_; }
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// The UDP port players may connect straight to, or 0 (config connection).
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std::uint16_t direct_port() const { return direct_port_; }
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enum class VoteKind { map, kick, time };
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private:
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struct ChatBudget {
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std::uint64_t since{};
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unsigned messages{};
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// A few messages at once, then they recover every 5 s.
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bool accept(std::uint64_t now, unsigned burst = 6) noexcept {
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if (now < since || now - since >= 5000000) { since = now; messages = 0; }
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return ++messages <= burst;
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}
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};
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// What is sent and received, in bytes, by what it carries (traffic_kind): poses, sound,
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// voice, outfits, objects, the rest. `last` is the last whole half minute.
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struct Traffic {
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std::array<std::uint64_t, 6> out{}, in{};
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std::uint64_t snapshots{}; // whole states sent reliably; the rest of a stream is differences
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};
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struct Counted {
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Traffic total, mark, last;
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};
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struct Guest {
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Member member;
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Counted traffic;
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std::uint64_t password_challenge{};
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bool handshaken{}, map_authorized{}, world_ready = true;
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std::uint64_t last_map_offer{}, travel_since{}, connected_at{}, last_packet{};
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std::uint64_t loading_since{}; // not ready in this world since (reloading on their own)
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std::uint32_t ready_sequence{};
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ReceiveBudget budget;
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DeltaSender sender;
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DeltaReceiver receiver;
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PoseBuffer poses;
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AudioBuffer audio;
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AppearanceBuffer appearance;
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std::vector<std::uint8_t> cosmetic_packet;
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struct PendingCosmetics { Packet packet; std::uint64_t received{}; };
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std::vector<PendingCosmetics> pending_cosmetics;
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std::optional<Transform> latest_root;
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// Where they last stood and faced, and when they last moved from it: a player standing
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// still (in a menu, away from the keyboard, watching) is sent on at the low rate.
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// Their earlier poses, as encoded: the one before, and ones kept a quarter of a second
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// and a second (measure_pose).
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struct Earlier { std::vector<std::uint8_t> raw; std::uint64_t time{}; };
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Earlier pose_last, pose_quarter, pose_second;
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// Their own last poses, rounded (pose_codec.h): what the others' differences are built
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// on. `keep` is how long one stays, by the slowest rate anyone was sent it at: a
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// player sent this one once a second must still find it here when their ack arrives.
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struct KeptPose {
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std::uint32_t sequence{};
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std::uint64_t time_us{}, kept_at{};
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std::uint8_t keep{};
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pose_codec::QuantPose pose;
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};
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std::deque<KeptPose> kept_poses;
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// What this player is being sent of each other one, and what of it they acked.
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pose_batch::Sender pose_sender;
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// Their own poses arrive the same way (receive_poses): the last ones rebuilt, and which
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// of their messages were read in full, which they are told once a pass.
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std::unordered_map<std::uint16_t, pose_batch::Stream> upload_streams;
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pose_batch::Ack upload_ack;
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bool upload_ack_due{};
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// Poses due to them this pass (flush_poses).
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struct QueuedPose {
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std::uint64_t source{};
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std::uint32_t sequence{};
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pose_batch::Rate rate{};
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bool collision{}, hold_fingers{};
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std::uint8_t tier{}; // 0 full rate, 1 half, 2 low, 3 out of sight
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};
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std::vector<QueuedPose> queued_poses;
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// Skaters' sound (sound_codec.h): what this player holds of each other one's, the
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// samples due to them this pass, and what is held here of their own.
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sound_codec::Sender sound_sender;
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struct QueuedSound {
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std::uint64_t source{}, time_us{};
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std::uint32_t sequence{};
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std::shared_ptr<const std::vector<AudioSample>> samples;
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};
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std::vector<QueuedSound> queued_sound;
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std::unordered_map<std::uint16_t, sound_codec::In> sound_in;
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Transform still_at;
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std::uint64_t moved_at{};
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std::uint64_t pose_arrival{};
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std::array<PoseDelivery, max_players> pose_delivery;
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CrowdLimits crowd; // how far the full and half rates reach for them in a crowd
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std::vector<Member> direct_routes;
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std::uint64_t route_reported{};
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std::uint32_t route_sequence{};
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bool received_voice{};
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std::uint32_t voice_sequence{};
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VoiceBudget voice_budget;
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OutfitBudget outfit_budget;
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SoundBudget sound_budget;
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ChatRate chat_rate;
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ChatBudget admin_budget, throwdown_budget, party_budget;
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SpeedCheck speed; // how fast their game runs, from their pose timestamps
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bool speeding{}; // flagged: out of linked activities (config speed_check)
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std::uint64_t speed_normal_since{}; // flagged, but measuring normal again since then
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// How their mods change trick scoring, as they reported it (Engine/Vfs/mod_scoring.h):
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// nothing until the report arrives, 0 for the game's own.
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std::optional<std::uint64_t> scoring;
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std::string scoring_mods;
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bool scoring_flagged{}; // out of linked activities (config score_check)
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ChatBudget scoring_budget;
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std::uint64_t bans_sent{}; // the ban list revision this admin has
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std::uint64_t undelivered_since{}; // Steam has refused what they must be sent since
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// The players they have not been shown yet (introduce): on joining, and after a map
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// change, a player is sent the others a few a second, nearest first, instead of every
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// outfit and every stream at once. Nothing of a player in here is sent to them.
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std::set<std::uint64_t> unmet;
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std::uint64_t next_introduction{};
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bool maps_sent{}; // this player has the server's map list (send_maps)
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// The owner's own upload, and what the server shares of it.
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ObjectState objects, shared;
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std::uint64_t shared_from{};
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std::set<std::uint64_t> cleared;
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struct ObjectDelivery {
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std::map<std::uint64_t, std::pair<std::uint64_t, std::uint64_t>> sent;
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std::vector<ObjectChunk> chunks;
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std::uint64_t source{}, epoch{};
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std::size_t next{}, cursor{};
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std::uint64_t failing_since{}; // Steam has refused their object updates since
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} object_delivery;
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};
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ServerConfig &config_;
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SteamTransport &transport_;
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Log log_;
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ActivityLog activity_; // what players do, for the console (config_.activity_log)
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// The running player vote (server_votes.cpp), and when each player may start another.
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struct Vote {
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VoteKind kind{};
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std::uint64_t starter{}, target{}; // target: the player a kick vote is about
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std::string value, label; // value: the map or time; label: "change the map to ..."
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std::set<std::uint64_t> yes, no;
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std::uint64_t ends{};
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unsigned shown_yes{}, shown_no{}; // the tally last announced
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};
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std::optional<Vote> vote_;
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bool vote_recount_{}; // a player left: recount in tick(), never while guests_ is being walked
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std::map<std::uint64_t, std::uint64_t> vote_cooldowns_;
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std::uint64_t map_since_{}; // rotation clock start: the last map change, or while nobody is on
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bool rotation_warned_{}; // players were told the next map is a minute away
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// Parties (server_party.cpp): the server owns them; each roster carries them to everyone.
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PartyBook parties_;
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std::uint64_t party_revision_{};
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std::map<std::uint64_t, std::unique_ptr<Guest>> guests_;
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std::set<std::uint64_t> kicked_;
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JoinBackoff join_backoff_; // Steam IDs whose attempts to join keep failing
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std::optional<PasswordKey> password_;
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std::uint64_t id_{}, secret_{}, epoch_{}, map_{}, world_ = 1;
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std::uint32_t sequence_{};
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VoicePolicy voice_policy_;
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std::uint32_t object_clears_{};
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WorldLayerChoices layers_;
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bool roster_dirty_ = true, running_{};
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std::uint64_t bans_revision_ = 1; // bumped whenever the ban list or the admins change
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std::uint64_t now_{}, last_roster_{}, last_world_state_{}, next_object_update_{}, travel_started_{};
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std::string relay_status_; // Steam's relay network as last logged
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std::uint16_t direct_port_{};
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std::uint64_t next_relay_check_{};
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std::uint64_t next_crowd_{}; // when the crowd limits are worked out again
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std::uint64_t next_network_log_{}; // the log's once-a-minute line about the connections
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// How the server's own loop is keeping up, for `net` and that line: passes of tick() in a
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// minute, the time spent in them, the longest one and the longest wait between two. A long
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// pass or gap is the server itself stalling, which every player feels at once.
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struct Loop {
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std::uint64_t since{}, passes{}, busy_us{}, longest_pass_us{}, longest_gap_us{};
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} loop_, last_loop_, worst_loop_;
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std::uint64_t pass_started_{};
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Counted traffic_;
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// What a pose costs to send as a difference from references of different ages, measured on
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// every fourth pose that arrives (net). A nearer reference changes less, so it packs
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// smaller: this says by how much, before the server is made to send them that way.
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struct PoseSizes {
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std::uint64_t samples{}, whole{}, last{}, quarter{}, second{};
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std::array<std::uint64_t, 4> sent{}, sent_bytes{}; // differences sent, by rate: full, half, low, out of sight
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std::uint64_t whole_sent{}, whole_sent_bytes{}, held{}; // whole poses sent; differences sent without fingers
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// Of the poses measured, what had changed since the pose before, by the kind of field:
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// how many, and the bytes they take before packing. Says what a pose's size is made of.
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struct Changed { std::uint64_t fields{}, bytes{}; };
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std::array<Changed, 4> changed{}; // positions as floats, positions in mm, rotations, scales
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std::uint64_t bones{};
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} pose_sizes_;
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void measure_pose(Guest &from, const Packet &packet);
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Guest::KeptPose *keep_pose(Guest &from, const Packet &packet);
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void flush_poses();
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void pose_ack(Guest &guest, const pose_batch::Ack &ack);
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std::uint64_t traffic_mark_{}, traffic_window_us_{}; // when `mark` was taken, and how long `last` covers
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void meet_later(Guest &guest);
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void introduce();
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std::string loop_report() const;
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std::string network_report(std::string_view player, bool console);
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Guest *find(std::uint64_t id);
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Packet packet(PacketKind kind, std::uint64_t now);
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unsigned capacity() const { return config_.max_players + 1; }
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std::string guest_name(const Guest &) const;
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std::string player_name(std::string_view wanted, std::uint64_t id) const;
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bool is_admin(std::uint64_t id) const;
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bool is_banned(std::uint64_t id) const;
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void save();
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// `detail` is for the log alone: the player is told `reason`.
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void drop(std::uint64_t id, const std::string &reason, const std::string &detail = {});
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bool send_packet(Guest &, const Packet &, bool reliable, bool fresh, std::span<const std::uint8_t> raw = {},
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std::span<const std::uint8_t> wire = {});
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void send_required(Guest &, const std::vector<std::uint8_t> &bytes);
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void broadcast(const Packet &, bool reliable, bool fresh, std::uint64_t except = 0);
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void send_roster();
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void send_world_state();
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void send_chat(std::string_view text, Guest *only = nullptr);
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void send_bans(Guest &admin);
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void send_maps(Guest &admin);
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void change_map(std::string_view map); // a level name, level path or destination
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std::string wire_map_label() const;
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bool same_map(std::string_view asset) const { return map_hash(map_destination(asset)) == map_; }
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bool accept_data(Guest &source, const Packet &);
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// `received_at`: the transport's arrival time for the message (TransportMessage::arrived).
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void receive(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at, const Packet *ready = nullptr);
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void receive_poses(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at);
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void receive_sound(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at);
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void receive_cosmetics();
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void sync_objects();
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void apply_layers();
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// Chat commands and votes (server_votes.cpp).
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void chat_command(Guest &, std::string_view line);
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void start_vote(Guest &, VoteKind, std::string_view argument);
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void cast_vote(Guest &, bool yes);
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void check_vote(bool expired);
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void cancel_vote(const std::string &why);
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const VoteSetting &vote_setting(VoteKind) const;
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std::uint8_t enabled_votes() const;
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void reply(Guest &, std::string_view text);
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Guest *match_player(std::string_view text);
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void tick_rotation();
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std::string pool_text() const; // the map pool, one map a line
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std::string rotation_text() const; // the rotation's interval and next map
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void resend_maps(); // after the pool or the admins change
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// Parties (server_party.cpp).
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void party_request(Guest &, PartyAction, std::uint64_t player);
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void party_command(Guest &, std::string_view line); // "/party ..."
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void party_chat(Guest &, std::string_view text); // "/p <text>": to the sender's party only
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void party_left(std::uint64_t id, const std::string &name); // a player left the server
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bool check_speed(Guest &, std::uint64_t sent); // a pose they sent at `sent` (their clock); false: kicked
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void check_scoring(Guest &); // after their report, or a score_check change
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void tick_parties();
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void send_party(Guest &to, PartyAction, std::uint64_t player);
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void party_notice(std::uint32_t party, std::string_view text, std::uint64_t except = 0);
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std::string party_status(std::uint64_t id) const;
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};
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} // namespace dingosdk::server
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