Files
ReSkate/Extension/Objects/network_object_runtime.cpp
T
AyeZeeBB a7d95057ac Harden multiplayer against disruptive and spoofed traffic
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.

Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.

Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.

Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.
2026-10-04 13:49:11 -05:00

410 lines
18 KiB
C++

#include "network_object_runtime.h"
#include "Extension/Customization/local_customization_runtime.h"
#include "Extension/Multiplayer/Session/object_state.h"
#include "Extension/Multiplayer/Session/peer_slots.h"
#include "local_buildkit_limits.h"
#include "local_placements_runtime.h"
#include "Extension/Objects/ParkEditor/park_editor_runtime.h"
#include <algorithm>
#include <atomic>
#include <tuple>
namespace dingosdk::profile_runtime {
namespace network_objects_detail {
using Key = std::tuple<std::uint64_t, std::uint64_t, std::uint64_t>;
struct Live {
std::uint64_t entity{}, delete_sent{}, delete_started{}, refresh{};
profile::PlacedObject applied;
};
struct Create {
Key key;
profile::PlacedObject object;
std::vector<std::uint64_t> before; // sorted: the native entities when it was sent
std::uint64_t sent{};
std::uint32_t source{};
bool existed(std::uint64_t entity) const { return std::binary_search(before.begin(), before.end(), entity); }
};
struct State {
std::string map, status;
std::map<Key, profile::PlacedObject> desired;
std::map<Key, Live> live;
std::set<Key> dirty;
std::optional<Create> creating;
std::map<std::uint32_t, Create> late_creates;
std::set<Key> failed_creates;
std::uint64_t next_poll{};
std::optional<Key> move_cursor;
std::optional<Key> dirty_cursor;
};
State &state() {
static State value;
return value;
}
// Other players' objects are still being created: the client tick keeps calling
// update_network_objects (tick_network_objects) instead of waiting for the 500 ms
// customization update, which paced a big park at two objects a second.
std::atomic<bool> creates_pending{};
std::atomic<std::uint32_t> extra_budget{};
// Do not reuse a tag after level teardown: a late queued message must be rejected.
std::uint32_t next_source{};
void refresh_budget() {
const auto &s = state();
auto count = s.desired.size();
for (const auto &[key, live] : s.live) {
(void)live;
if (!s.desired.contains(key))
++count;
}
if (s.creating && !s.desired.contains(s.creating->key) && !s.live.contains(s.creating->key))
++count;
for (const auto &[source, create] : s.late_creates) {
(void)source;
if (!s.desired.contains(create.key) && !s.live.contains(create.key)) ++count;
}
extra_budget.store(static_cast<std::uint32_t>(count), std::memory_order_release);
}
} // namespace network_objects_detail
std::uint32_t network_object_extra_budget() noexcept {
return network_objects_detail::extra_budget.load(std::memory_order_acquire);
}
void reset_network_object_world() {
network_objects_detail::state() = {};
network_objects_detail::creates_pending.store(false, std::memory_order_release);
network_objects_detail::refresh_budget();
}
void retire_local_network_object(std::uint64_t entity, const profile::PlacedObject& object) {
if (!entity) return;
// Zero owner/epoch cannot be received from the network. Keep these handles
// excluded from autosave until native deletion is actually acknowledged.
network_objects_detail::state().live.try_emplace(
network_objects_detail::Key{0, 0, entity},
network_objects_detail::Live{entity, 0, 0, 0, object});
network_objects_detail::refresh_budget();
}
bool network_objects_inflight() {
const auto &s = network_objects_detail::state();
const auto now = GetTickCount64();
return s.creating.has_value() || std::any_of(s.live.begin(), s.live.end(),
[&](const auto &row) {
return (std::get<0>(row.first) == 0 || row.second.delete_sent) &&
(!row.second.delete_started ||
now <= row.second.delete_started + 10000);
});
}
std::uint64_t network_object_creation_owner(std::uint32_t source) {
const auto &s = network_objects_detail::state();
if (s.creating && source == s.creating->source) return std::get<0>(s.creating->key);
const auto late = s.late_creates.find(source);
return late == s.late_creates.end() ? 0 : std::get<0>(late->second.key);
}
bool network_object_observe(std::uint64_t entity, const profile::PlacedObject &object, std::uint32_t source) {
auto &s = network_objects_detail::state();
for (const auto &[key, live] : s.live) {
(void)key;
if (live.entity == entity)
return true;
}
if (s.creating && source == s.creating->source && !s.creating->existed(entity) &&
s.creating->object.item == object.item) {
auto applied = object;
applied.id = s.creating->object.id;
s.live[s.creating->key] = {entity, 0, 0, 0, std::move(applied)};
s.dirty.insert(s.creating->key);
s.creating.reset();
network_objects_detail::refresh_budget();
return true;
}
if (const auto late = s.late_creates.find(source);
late != s.late_creates.end() && !late->second.existed(entity) &&
late->second.object.item == object.item) {
auto applied = object;
applied.id = late->second.object.id;
s.live[late->second.key] = {entity, 0, 0, 0, std::move(applied)};
s.dirty.insert(late->second.key);
s.failed_creates.erase(late->second.key);
s.late_creates.erase(late);
network_objects_detail::refresh_budget();
return true;
}
return false;
}
void update_network_objects() {
auto &s = network_objects_detail::state();
auto &r = placements_runtime();
const auto now = GetTickCount64();
if (!s.creating && s.live.empty() && s.desired.empty()) {
s.status = "0 remote objects synced.";
network_objects_detail::creates_pending.store(false, std::memory_order_release);
return;
}
if (s.creating) {
if (now <= s.creating->sent + 10000) return;
// Stop blocking local edits, but retain the exact source ownership so a
// delayed callback can never leak the remote object into local autosave.
s.status = "A network object was not acknowledged; local editing remains available.";
s.failed_creates.insert(s.creating->key);
s.late_creates.emplace(s.creating->source, std::move(*s.creating));
s.creating.reset();
network_objects_detail::refresh_budget();
}
if (park_editor_owns_placements() || r.clearing ||
!network_object_native_ready() || now < r.map_since + 3000 || now < s.next_poll)
return;
s.next_poll = now + 50;
const auto channel = placement_client_channel();
if (!channel)
return;
auto table = placement_manager_ids(r.manager);
if (!table)
return;
// Sorted by entity for lookups: a big park has thousands of rows.
auto &native = *table;
std::stable_sort(native.begin(), native.end(), [](const auto &a, const auto &b) { return a.entity < b.entity; });
const auto native_row = [&](std::uint64_t entity) -> const PlacementId * {
const auto it = std::lower_bound(native.begin(), native.end(), entity,
[](const PlacementId &row, std::uint64_t value) { return row.entity < value; });
return it != native.end() && it->entity == entity ? &*it : nullptr;
};
std::vector<std::uint32_t> erase;
unsigned failed_deletes{};
for (auto it = s.live.begin(); it != s.live.end();) {
auto &live = it->second;
const auto found = native_row(live.entity);
if (!found) {
it = s.live.erase(it);
continue;
}
const auto wanted = s.desired.find(it->first);
if (s.map != r.map || wanted == s.desired.end() || wanted->second.item != live.applied.item) {
if (live.delete_started && now > live.delete_started + 10000) {
++failed_deletes;
++it;
continue;
}
if (!live.delete_sent || now > live.delete_sent + 1000) {
erase.push_back(found->id);
live.delete_sent = now;
if (!live.delete_started) live.delete_started = now;
if (erase.size() >= 64)
break;
}
}
++it;
}
network_objects_detail::refresh_budget();
if (!erase.empty()) {
send_placement_delete(channel, erase);
network_objects_detail::creates_pending.store(true, std::memory_order_release);
return;
}
// Clear session copies before restoring the guest's personal layout.
// Waiting on r.restore above would deadlock those two operations.
if (network_objects_inflight() || s.map != r.map || r.inflight || !r.restore.empty())
return;
unsigned missing{};
unsigned failed{};
for (const auto &[key, object] : s.desired) {
if (s.live.contains(key))
continue;
if (s.failed_creates.contains(key)) {
++failed;
continue;
}
const auto item = cosmetic_runtime().items.find(object.item);
if (item == cosmetic_runtime().items.end() || !item->second.build_kit) {
++missing;
continue;
}
if (network_objects_detail::next_source == 0x00ffffff) {
s.status = "Network object request IDs exhausted; restart the game.";
return;
}
network_objects_detail::Create create{
key, object, {}, now, network_object_source_prefix | ++network_objects_detail::next_source};
create.before.reserve(native.size());
for (const auto &row : native)
create.before.push_back(row.entity); // already sorted
s.creating = std::move(create);
// Reserve native capacity for peer copies before their create request.
// Their presence must not consume the saved local object's budget.
update_buildkit_limits();
if (!queue_placement_create(object, item->second.hash, s.creating->source)) {
s.creating.reset();
network_objects_detail::refresh_budget();
// Each attempt uses a request id: while creating fails, try twice a second.
s.next_poll = now + 500;
}
// One create in flight at a time (the native queue holds one request and
// the server tick takes one per tick); the next goes out once it is in.
network_objects_detail::creates_pending.store(true, std::memory_order_release);
return;
}
network_objects_detail::creates_pending.store(false, std::memory_order_release);
s.status = std::to_string(s.live.size()) + " remote objects synced.";
if (missing)
s.status += " " + std::to_string(missing) + " assets are not installed locally.";
if (failed)
s.status += " " + std::to_string(failed) + " creations timed out without blocking local editing.";
if (failed_deletes)
s.status += " " + std::to_string(failed_deletes) + " removals timed out; reload to clear them.";
}
void update_network_object_moves() {
auto &s = network_objects_detail::state();
if (s.map != placements_runtime().map || !network_object_native_ready() || s.live.empty())
return;
const auto now = GetTickCount64();
// An object whose target differs from what was last applied is moved at once; the
// rest are put back where their owner has them every 10 s (the game's own tools can
// move a copy, and a move made before its physics body existed placed only the
// model), not every second as before. A failed move retries a second later.
const auto move = [&](auto it) {
auto &live = it->second;
const auto wanted = s.desired.find(it->first);
if (!live.delete_sent && wanted != s.desired.end() && wanted->second.item == live.applied.item &&
(wanted->second != live.applied || now >= live.refresh)) {
try {
move_network_object(live.entity, wanted->second);
live.applied = wanted->second;
live.refresh = now + 10000;
} catch (...) {
s.status = "Waiting for a remote object's native transform.";
live.refresh = now + 1000;
}
}
};
// Fresh edits go first. The walk over the rest of the park catches targets a
// failed move left behind, without making a recently moved object wait
// behind thousands of props.
unsigned used{};
while (!s.dirty.empty() && used < 128) {
auto next = s.dirty_cursor ? s.dirty.upper_bound(*s.dirty_cursor) : s.dirty.begin();
if (next == s.dirty.end())
next = s.dirty.begin();
const auto key = *next;
s.dirty_cursor = key;
s.dirty.erase(next);
if (auto found = s.live.find(key); found != s.live.end()) {
move(found);
++used;
}
}
auto it = s.move_cursor ? s.live.upper_bound(*s.move_cursor) : s.live.begin();
if (it == s.live.end())
it = s.live.begin();
const auto budget = std::min<std::size_t>(128 - used, s.live.size());
for (std::size_t i = 0; i < budget; ++i) {
move(it);
s.move_cursor = it->first;
if (++it == s.live.end())
it = s.live.begin();
}
}
} // namespace dingosdk::profile_runtime
namespace dingosdk {
// Everything the other players have placed that is shown here, all of them together. Each
// owner has a limit of its own; without one for the session, every player a session can hold
// could add a full layout to the native world.
constexpr std::size_t max_remote_objects = 16384;
void set_remote_network_objects(std::string_view map, std::span<const NetworkObjectOwner> owners) {
using namespace profile_runtime;
if (owners.size() > multiplayer::max_remote_players)
return;
for (const auto &owner : owners)
if (!owner.owner || !owner.epoch || owner.objects.size() > multiplayer::max_owned_objects)
return;
{
// The session hands over every owner's objects ten times a second. When they
// are exactly the targets already held (the usual case), there is nothing to
// rebuild: tens of thousands of rows in a full lobby.
std::lock_guard lock(local_runtime().native_mutex);
auto &s = network_objects_detail::state();
std::size_t total{};
bool same = s.map == map;
for (const auto &owner : owners) {
for (const auto &object : owner.objects) {
if (total == max_remote_objects) break;
++total;
if (!same) continue;
const auto found = s.desired.find({owner.owner, owner.epoch, object.id});
same = found != s.desired.end() && found->second.id == object.id && found->second.item == object.item &&
found->second.position == object.position && found->second.rotation == object.rotation &&
found->second.scale == object.scale;
}
}
if (same && total == s.desired.size() &&
std::all_of(s.failed_creates.begin(), s.failed_creates.end(),
[&](const auto &key) { return s.desired.contains(key); }))
return;
}
std::map<network_objects_detail::Key, profile::PlacedObject> desired;
for (const auto &owner : owners) {
for (const auto &object : owner.objects) {
// Owners come in a stable order: past the limit, the later ones' objects are left out.
if (desired.size() == max_remote_objects)
break;
if (!multiplayer::valid_network_object(object))
return;
if (!desired
.emplace(network_objects_detail::Key{owner.owner, owner.epoch, object.id},
profile::PlacedObject{object.id, object.item, object.position, object.rotation,
object.scale})
.second)
return;
}
}
std::lock_guard lock(local_runtime().native_mutex);
auto &s = network_objects_detail::state();
for (const auto &[key, object] : desired) {
const auto found = s.live.find(key);
if (found != s.live.end() && found->second.applied != object)
s.dirty.insert(key);
}
std::erase_if(s.failed_creates, [&](const auto &key) { return !desired.contains(key); });
s.map = map;
s.desired = std::move(desired);
network_objects_detail::refresh_budget();
}
void clear_remote_network_objects() {
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
auto &s = profile_runtime::network_objects_detail::state();
s.desired.clear(); // Retain live handles until native deletion is acknowledged.
s.dirty.clear();
profile_runtime::network_objects_detail::refresh_budget();
}
void remove_remote_network_objects(std::uint64_t owner, std::uint64_t epoch) {
if (!owner || !epoch)
return;
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
auto &s = profile_runtime::network_objects_detail::state();
std::erase_if(s.desired, [&](const auto &row) {
return std::get<0>(row.first) == owner && std::get<1>(row.first) == epoch;
});
std::erase_if(s.dirty,
[&](const auto &key) { return std::get<0>(key) == owner && std::get<1>(key) == epoch; });
profile_runtime::network_objects_detail::refresh_budget();
}
std::string network_object_status() {
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
return profile_runtime::network_objects_detail::state().status;
}
void tick_network_objects() noexcept {
using namespace profile_runtime;
if (!network_objects_detail::creates_pending.load(std::memory_order_acquire))
return;
PreserveError preserve;
try {
std::lock_guard lock(local_runtime().native_mutex);
if (!local_runtime().active.load(std::memory_order_acquire) ||
cosmetic_runtime().update_thread != GetCurrentThreadId())
return;
// The order update_placement_restore gives these; update_network_objects
// itself still waits 50 ms between polls.
if (!placement_session_ready() || park_editor_owns_placements() || placements_runtime().clearing)
return;
update_network_objects();
} catch (...) {
}
}
} // namespace dingosdk