Files
ReSkate/Server/server_host.cpp
T
Robin MöllerandClaude Opus 5.5 9ce56cbdcf Server: announcements to one player, card only; owner-defined chat commands
- announce-to <player> <text>: the announcement card goes to that player only.
- Announcements are no longer posted in chat, only shown as the card; the
  now pointless "card" setting is gone (old files' value is ignored).
- ReSkateServer.json "commands": the owner's own /commands, each with a reply
  and/or server commands run as the console ({player}, {map}, {arg}), an
  optional admin-only flag, and never listed in /help.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NYHTXYAUyibUbfztfcriYB
2026-10-09 22:43:05 +00:00

1709 lines
91 KiB
C++

#include "server_host.h"
#include "server_text.h"
#include "Extension/Multiplayer/Net/wire_codec.h"
#include "Extension/Multiplayer/Net/block_codec.h"
#include "Extension/Multiplayer/Net/pose_delta.h"
#include "Extension/Multiplayer/developer_identity.h"
#include "Extension/Multiplayer/Session/monotonic_clock.h"
#include "Engine/Core/Text/word_filter.h"
#include "Engine/Game/Build/supported_build.h"
#include "Engine/Game/World/world_names.h"
#include "Engine/Game/World/park_randomization.h"
#ifdef _WIN32
#include <Windows.h>
#include <bcrypt.h>
#else
#include <fstream>
#include <random>
#endif
#include <algorithm>
#include <cmath>
#include <array>
#include <charconv>
#include <ctime>
#include <stdexcept>
namespace dingosdk::server {
namespace {
std::uint64_t nonce() {
std::uint64_t value{};
#ifdef _WIN32
if (BCryptGenRandom(nullptr, reinterpret_cast<PUCHAR>(&value), sizeof(value), BCRYPT_USE_SYSTEM_PREFERRED_RNG) < 0 ||
!value)
throw std::runtime_error("Cannot generate a session code.");
#else
// Preferred: OS entropy; fallback to std::random_device for containers without getrandom.
std::ifstream urandom("/dev/urandom", std::ios::binary);
if (urandom.read(reinterpret_cast<char *>(&value), sizeof(value)) && value) return value;
std::random_device device;
// Four rounds of sixteen bits each. Stopping as soon as `value` was
// non-zero would leave a session code with sixteen bits of entropy.
for (int i = 0; i < 4; ++i)
value = (value << 16) ^ static_cast<std::uint64_t>(device() & 0xFFFF);
if (!value) throw std::runtime_error("Cannot generate a session code.");
#endif
return value;
}
} // namespace
Host::Host(ServerConfig &config, SteamTransport &transport, Log log)
: config_(config), transport_(transport), log_(std::move(log)),
activity_([this](const std::string &text) { if (config_.activity_log) log_(text); },
[this](std::uint64_t id) {
const auto *guest = find(id);
return guest && guest->handshaken ? guest_name(*guest) : std::string{};
},
[this](const std::string &text) { if (config_.announce_throwdowns) send_chat(text); }) {
parties_.set_limit(config_.party_size);
}
Host::Guest *Host::find(std::uint64_t id) {
const auto found = guests_.find(id);
return found == guests_.end() ? nullptr : found->second.get();
}
Packet Host::packet(PacketKind kind, std::uint64_t now) {
Packet p;
p.kind = kind;
p.sequence = ++sequence_;
p.session = secret_;
p.epoch = epoch_;
p.map = map_;
p.time_us = now;
p.source = id_;
p.world = world_;
p.tps = config_.tps;
p.pose_interval_us = multiplayer_pose_interval(config_.tps);
p.build = supported_build::game_sha256_bytes;
return p;
}
std::string Host::guest_name(const Guest &g) const {
return g.member.name.empty() ? std::to_string(g.member.id) : g.member.name;
}
// The name a joining player is known by here. It is the one their game sent, which the
// server cannot check against Steam, so it is made safe to show and to type: never blank,
// never the server's or ReSkate's own, never read as a SteamID64 by kick or ban (which take
// a number as one), and never the same as another player's.
std::string Host::player_name(std::string_view wanted, std::uint64_t id) const {
const auto fallback = "Player " + std::to_string(id % 10000);
std::string name(trim(wanted));
cut_text(name, max_member_name);
// Names show in every player's roster, nametags and party UI.
if (text::contains_bad_words(name)) name = text::mask_bad_words(name);
const auto folded = lower(name);
const auto first = split(name).first;
const bool digits = !first.empty() && std::all_of(first.begin(), first.end(), [](char c) { return c >= '0' && c <= '9'; });
if (name.empty() || folded == "server" || folded == "reskate" || folded == lower(config_.name)) name = fallback;
else if (digits) name = "Player " + name;
const auto taken = [&](const std::string &candidate) {
return std::any_of(guests_.begin(), guests_.end(), [&](const auto &entry) {
return entry.first != id && entry.second->handshaken && lower(entry.second->member.name) == lower(candidate);
});
};
auto unique = name;
for (unsigned copy = 2; taken(unique) && copy < 1000; ++copy) unique = name + " (" + std::to_string(copy) + ")";
cut_text(unique, 128);
return unique;
}
bool Host::is_admin(std::uint64_t id) const {
return std::find(config_.admins.begin(), config_.admins.end(), id) != config_.admins.end();
}
bool Host::is_banned(std::uint64_t id) const {
return std::any_of(config_.bans.begin(), config_.bans.end(), [&](const auto &ban) { return ban.id == id; });
}
void Host::save() {
try {
save_config(config_);
} catch (const std::exception &e) {
log_(std::string("Could not save the config: ") + e.what());
}
}
std::string Host::invite() const { return format_invite({id_, secret_}); }
std::string Host::map_name() const { return map_label(config_.map); }
std::string Host::wire_map_label() const { // players without the map's mod still see its name
auto label = map_name();
cut_text(label, max_member_name);
return valid_map_label(label) ? label : std::string{};
}
unsigned Host::players() const {
return static_cast<unsigned>(std::count_if(guests_.begin(), guests_.end(), [](const auto &g) { return g.second->handshaken; }));
}
bool Host::start(std::string &error) {
transport_.set_send_rate(static_cast<int>(config_.send_rate * 1024));
transport_.set_packing(config_.pack_ms);
if (config_.steam_debug)
log_(transport_.set_steam_debug(true) ? "Steam networking debug output is on (\"steam_debug\"): its lines are marked [direct] Steam:."
: "steam_debug: this Steam has no debug output.");
if (!transport_.host(connection_capacity())) {
error = transport_.status().detail;
return false;
}
direct_port_ = 0;
if (!config_.use_steam_relay) {
const auto port = config_.port;
if (transport_.listen_direct(port)) {
direct_port_ = port;
log_("Connection: direct, on UDP port " + std::to_string(port) +
". The port must be open to the internet; players it does not reach come through Steam's relays.");
} else {
log_("Connection: direct was asked for, but Steam could not listen on UDP port " + std::to_string(port) +
" (in use, or not allowed here). Players connect through Steam's relays only.");
}
} else {
log_("Connection: through Steam's relays (\"use_steam_relay\": false lets players connect straight to the server).");
}
id_ = transport_.status().local_id;
secret_ = nonce();
epoch_ = nonce();
world_ = 1;
map_ = map_hash(map_destination(config_.map));
password_ = config_.password.empty() ? std::nullopt : password_key(config_.password, secret_);
voice_policy_ = {config_.voice_chat, 1};
apply_layers();
// The threads that share each pass's sending with this one ("threads": this many in all;
// 0: one for each of the machine's processors but one, which is left to Steam's own).
{
const auto cores = std::max(1U, std::thread::hardware_concurrency());
const auto wanted = config_.threads ? config_.threads : std::clamp(cores - 1, 1U, 8U);
workers_.reset();
if (wanted > 1) workers_ = std::make_unique<WorkerPool>(wanted - 1);
log_("Threads: " + std::to_string(1 + (workers_ ? workers_->threads() : 0)) + " share the sending of each pass (\"threads\"; this machine has " +
std::to_string(cores) + " processors).");
}
running_ = true;
roster_dirty_ = true;
return true;
}
void Host::stop(const std::string &reason) {
if (!running_) return;
const auto away = packet(PacketKind::away, now_us());
for (auto &[id, guest] : guests_)
if (guest->handshaken) send_packet(*guest, away, true, false);
for (auto it = guests_.begin(); it != guests_.end();) transport_.disconnect((it++)->first, reason.c_str());
guests_.clear();
transport_.stop();
running_ = false;
}
void Host::apply_layers() {
layers_ = default_world_layers();
if (!config_.world_layer_sync) return;
for (std::size_t i = 0; i < world_layers().size(); ++i) {
const auto found = config_.layers.find(world_layers()[i].key);
if (found != config_.layers.end() && valid_world_layer_mode(found->second)) layers_[i] = found->second;
}
}
// ---- Sending ---------------------------------------------------------------------------------
namespace {
// How often a stream's whole state is sent again. A whole pose measured 3.7 KB against 0.7 KB
// for a difference from one, however old the reference (net's pose size line), so they are
// kept rare: at every 8 seconds they were a seventh of everything a busy server sent.
constexpr std::uint64_t whole_state_refresh = 60000000;
// Rotations were rounded more coarsely for far recipients for a while (coarsen_rotations).
// Measured on a full server it saved 0 to 7% of a pose (24% out of sight), because a pose is
// sent as a difference from a reference up to a minute old, from which every animated bone
// has turned by far more than any step; and renewing the reference whenever a recipient
// crossed from one precision to another cost more than that saved. So poses go as they come.
constexpr std::array<const char *, 4> pose_rate_names{"full rate", "half rate", "low rate", "out of sight"};
// How long a kept pose stays (KeptPose::keep), in microseconds: by the slowest rate it went out at.
constexpr std::array<std::uint64_t, 4> pose_kept_for{1500000, 3000000, 5000000, 15000000};
constexpr std::array<const char *, 6> traffic_names{"poses", "sound", "voice", "outfits", "objects", "other"};
constexpr std::size_t traffic_kind(PacketKind kind) noexcept {
return kind == PacketKind::pose ? 0 : kind == PacketKind::audio ? 1 : kind == PacketKind::voice ? 2
: kind == PacketKind::cosmetics ? 3 : kind == PacketKind::objects ? 4 : 5;
}
} // namespace
bool Host::send_packet(Guest &g, const Packet &p, bool reliable, bool fresh, std::span<const std::uint8_t> raw,
std::span<const std::uint8_t> wire) {
auto update = raw.empty() ? g.sender.prepare(p) : g.sender.prepare(p, raw, wire);
// A packet that cannot be built for anyone is its source's fault, never this recipient's:
// nothing is sent, and the recipient is not treated as unreachable.
if (update.bytes.empty()) return true;
// A stream and its reliable delta references must always use the same lane.
if (!transport_.send(g.member.id, update.bytes, reliable || update.establishes_baseline(), fresh, traffic_lane(p.kind)))
return false;
for (auto *counted : {&g.traffic, &traffic_}) {
counted->total.out[traffic_kind(p.kind)] += update.bytes.size();
counted->total.snapshots += update.establishes_baseline();
}
g.sender.sent(p, std::move(update));
return true;
}
void Host::send_required(Guest &g, const std::vector<std::uint8_t> &bytes) {
if (bytes.empty()) return;
const auto p = decode_wire(bytes);
if (!p || !send_packet(g, *p, true, false))
transport_.disconnect(g.member.id, "Cannot deliver required session data. Join again.");
}
void Host::measure_pose(Guest &from, const Packet &packet) {
auto raw = encode(packet, true);
// As DeltaSender would send it: the patch packed, behind its 34 byte header.
const auto cost = [&](const Guest::Earlier &reference) -> std::uint64_t {
if (reference.raw.empty()) return 0;
const auto patch = pose_delta::encode(raw, reference.raw);
return patch.empty() ? 0 : 34 + compress_block(patch).bytes.size();
};
if (packet.sequence % 4 == 0) {
const auto last = cost(from.pose_last), quarter = cost(from.pose_quarter), second = cost(from.pose_second);
if (last && quarter && second) {
++pose_sizes_.samples;
// What changed since the pose before, field by field, as pose_delta walks them.
try {
constexpr auto prefix = packet_header_size + 6;
const auto bones = pose_delta::count(raw);
if (bones && bones == pose_delta::count(from.pose_last.raw)) {
pose_delta::Cursor now_at{raw, prefix}, before_at{from.pose_last.raw, prefix};
pose_sizes_.bones += bones;
for (unsigned bone = 0; bone < bones; ++bone) {
const auto current = pose_delta::fields(now_at), earlier = pose_delta::fields(before_at);
// Fields: flags, position (12 bytes as floats, 6 in mm), rotation, scale.
for (unsigned field = 1; field < 4; ++field) {
if (std::equal(current[field].begin(), current[field].end(), earlier[field].begin(), earlier[field].end())) continue;
auto &kind = pose_sizes_.changed[field == 1 ? (current[1].size() == 12 ? 0 : 1) : field];
++kind.fields;
kind.bytes += current[field].size();
}
}
}
} catch (...) {
}
pose_sizes_.whole += encode_wire_bytes(raw).size() + 4;
pose_sizes_.last += last;
pose_sizes_.quarter += quarter;
pose_sizes_.second += second;
}
}
// Each kept reference is replaced once it is its age old, as a whole state sent that often would be.
for (auto [kept, age] : {std::pair{&from.pose_quarter, 250000ULL}, std::pair{&from.pose_second, 1000000ULL}})
if (kept->raw.empty() || packet.time_us < kept->time || packet.time_us - kept->time >= age) *kept = {raw, packet.time_us};
from.pose_last = {std::move(raw), packet.time_us};
}
Host::Guest::KeptPose *Host::keep_pose(Guest &from, const Packet &packet) {
auto &kept = from.kept_poses;
std::erase_if(kept, [&](const Guest::KeptPose &pose) { return now_ - pose.kept_at > pose_kept_for[std::min<std::size_t>(pose.keep, 3)]; });
while (kept.size() >= 96) kept.pop_front();
if (!kept.empty() && kept.back().sequence == packet.sequence) return &kept.back();
// What a mod resized on its player's skater reaches the others only as far as the server allows.
if (config_.bone_scale_limit >= 1.f) {
auto pose = packet.pose;
limit_bone_scale(pose, config_.bone_scale_limit);
kept.push_back({packet.sequence, packet.time_us, now_, 0, pose_codec::quantize(pose)});
} else {
kept.push_back({packet.sequence, packet.time_us, now_, 0, pose_codec::quantize(packet.pose)});
}
return &kept.back();
}
// Sends each player the poses queued for them this pass (broadcast): their differences from a
// pose of the same player the recipient is known to hold, packed several to a message.
// What one player is sent of the pass: the ack of their own poses, the sound they hear and the
// poses of everyone they see. It reads the other players (the poses kept of them) and writes
// only this player's own state and `sent`, so the players are done on several threads at once
// (flush_poses); what is everyone's is added up afterwards from `sent`.
void Host::flush_player(std::uint64_t id, Guest &g, Flushed &sent) {
// One at a time into the transport, in this player's order.
const auto send = [&](std::span<const std::uint8_t> message, bool reliable, bool fresh, TrafficLane lane) {
std::lock_guard lock(send_mutex_);
return transport_.send(id, message, reliable, fresh, lane);
};
const auto count = [&](PacketKind kind, std::size_t bytes) {
g.traffic.total.out[traffic_kind(kind)] += bytes;
sent.traffic.out[traffic_kind(kind)] += bytes;
};
// Which of their own pose messages arrived, once for all read this pass.
if (std::exchange(g.upload_ack_due, false)) {
const auto ack = g.upload_ack.bytes();
if (send(ack, false, true, TrafficLane::gameplay)) count(PacketKind::pose, ack.size());
}
// The sound of the skaters they can hear, in one message, reliably: each builds on the
// last, and many samples are a pulse that must not be lost.
if (!g.queued_sound.empty()) {
const auto sounds = std::exchange(g.queued_sound, {});
if (g.handshaken && g.world_ready) {
g.sound_sender.begin(world_, map_);
for (const auto &q : sounds)
if (const auto *from = find(q.source)) g.sound_sender.add(q.source, from->member.epoch, q.sequence, q.time_us, *q.samples, now_);
if (g.sound_sender.pending()) {
const auto message = g.sound_sender.message();
const bool went = send(message, true, true, traffic_lane(PacketKind::audio));
if (went) count(PacketKind::audio, message.size());
g.sound_sender.sent(went);
}
}
}
if (g.queued_poses.empty()) return;
const auto queued = std::exchange(g.queued_poses, {});
if (!g.handshaken || !g.world_ready) return;
const auto emit = [&](std::span<const std::uint8_t> message, bool reliable) {
if (!send(message, reliable, !reliable, TrafficLane::gameplay)) return false;
count(PacketKind::pose, message.size());
return true;
};
g.pose_sender.begin(world_, map_);
for (const auto &q : queued) {
auto *from = find(q.source);
if (!from) continue;
const auto find_kept = [&](std::uint32_t sequence) -> std::optional<pose_batch::KeptView> {
for (auto it = from->kept_poses.rbegin(); it != from->kept_poses.rend(); ++it)
if (it->sequence == sequence) return pose_batch::KeptView{it->sequence, it->time_us, &it->pose};
return {};
};
const auto pose = find_kept(q.sequence);
if (!pose) continue;
const auto added = g.pose_sender.add(q.source, from->member.epoch, *pose, find_kept, q.hold_fingers, q.collision, q.rate, now_, emit);
if (added.did == pose_batch::Sender::Did::whole) {
// Kept long enough for the ack of it to find it here (marked once every player is done).
sent.whole.emplace_back(from, q.sequence);
++g.traffic.total.snapshots;
++sent.traffic.snapshots;
++sent.sizes.whole_sent;
sent.sizes.whole_sent_bytes += added.bytes;
} else if (added.did == pose_batch::Sender::Did::difference) {
const auto tier = std::min<std::size_t>(q.tier, 3);
++sent.sizes.sent[tier];
sent.sizes.sent_bytes[tier] += added.bytes + 8;
sent.sizes.held += q.hold_fingers;
}
}
g.pose_sender.flush(emit);
}
void Host::flush_poses() {
std::vector<std::pair<std::uint64_t, Guest *>> players;
std::size_t poses{};
for (auto &[id, guest] : guests_) {
if (!guest->upload_ack_due && guest->queued_sound.empty() && guest->queued_poses.empty()) continue;
players.emplace_back(id, guest.get());
poses += guest->queued_poses.size();
}
std::vector<Flushed> sent(players.size());
const std::function<void(std::size_t)> job = [&](std::size_t index) {
flush_player(players[index].first, *players[index].second, sent[index]);
};
// Waking the threads costs more than a pass with little in it.
if (workers_ && poses >= 256) workers_->run(players.size(), job);
else
for (std::size_t index = 0; index < players.size(); ++index) job(index);
for (const auto &done : sent) {
for (std::size_t kind = 0; kind < done.traffic.out.size(); ++kind) traffic_.total.out[kind] += done.traffic.out[kind];
traffic_.total.snapshots += done.traffic.snapshots;
pose_sizes_.whole_sent += done.sizes.whole_sent;
pose_sizes_.whole_sent_bytes += done.sizes.whole_sent_bytes;
pose_sizes_.held += done.sizes.held;
for (std::size_t tier = 0; tier < done.sizes.sent.size(); ++tier) {
pose_sizes_.sent[tier] += done.sizes.sent[tier];
pose_sizes_.sent_bytes[tier] += done.sizes.sent_bytes[tier];
}
for (const auto &[from, sequence] : done.whole)
for (auto &kept : from->kept_poses)
if (kept.sequence == sequence) kept.keep = 3;
}
}
// A player said which messages of poses they read in full: the poses in those are ones they hold.
void Host::pose_ack(Guest &g, const pose_batch::Ack &ack) { g.pose_sender.ack(ack); }
void Host::broadcast(const Packet &packet, bool reliable, bool fresh, std::uint64_t except) {
// A pose is rounded once and kept (keep_pose); each recipient is then sent its differences
// from a pose of this player they hold, several players to a message (flush_poses).
auto *kept = packet.kind == PacketKind::pose ? [&]() -> Guest::KeptPose * {
auto *from = find(packet.source);
return from ? keep_pose(*from, packet) : nullptr;
}() : nullptr;
const auto *source = find(packet.source);
// Recipients holding the same delta reference share one patch and compression
// (DeltaCache): every update is built first, then all are sent and recorded.
struct Encoded { Packet packet; std::vector<std::uint8_t> raw, wire; DeltaCache deltas; };
std::array<Encoded, 12> encoded; // by the interval the pose carries, then by precision
struct Outgoing { Guest *guest; std::uint64_t id; WireUpdate update; PoseDelivery *delivery; std::uint32_t interval; unsigned variant; };
std::vector<Outgoing> outgoing;
outgoing.reserve(guests_.size());
std::shared_ptr<const std::vector<AudioSample>> sound; // a skater's samples, shared by everyone sent them
const bool gameplay = packet.kind == PacketKind::pose || packet.kind == PacketKind::audio ||
packet.kind == PacketKind::voice || packet.kind == PacketKind::cosmetics ||
packet.kind == PacketKind::effects;
for (auto &[id, guest] : guests_) {
auto &p = *guest;
if (!p.handshaken || id == except || (gameplay && !p.world_ready)) continue;
if (packet.kind == PacketKind::voice) {
if (!voice_policy_.accepts(packet.voice)) continue;
// Each listener fades voices by their own hearing distance; the server
// forwards proximity voice within its range. Unknown positions go through.
if (packet.voice.distance > 0.f && source) {
const bool known = source->latest_root && p.latest_root && p.pose_arrival &&
now_ - p.pose_arrival <= 3000000 && source->pose_arrival &&
now_ - source->pose_arrival <= 3000000;
if (known && voice_gain(source->latest_root->position, p.latest_root->position, config_.voice_range) <= 0.f)
continue;
}
}
// Not before they have been shown this player (introduce).
if (!p.unmet.empty() && (packet.kind == PacketKind::pose || packet.kind == PacketKind::audio || packet.kind == PacketKind::cosmetics) &&
p.unmet.contains(packet.source))
continue;
// A skater's effects go to those near enough to see them: within 150 m.
if (packet.kind == PacketKind::effects && source && source->latest_root && p.latest_root) {
float distance{};
for (unsigned i = 0; i < 3; ++i) {
const auto d = p.latest_root->position[i] - source->latest_root->position[i];
distance += d * d;
}
if (distance > 150.f * 150.f) continue;
}
// A skater's sound goes to those who would hear it: within the full pose rate's reach,
// and in a crowd only from the nearest (the same players sent at the full rate).
// A game stops a sound it hears nothing more of after a second.
if (packet.kind == PacketKind::audio && source && source->latest_root && source->pose_arrival &&
now_ - source->pose_arrival <= 1000000 && p.latest_root && p.pose_arrival && now_ - p.pose_arrival <= 1000000) {
float distance{};
for (unsigned i = 0; i < 3; ++i) {
const auto d = p.latest_root->position[i] - source->latest_root->position[i];
distance += d * d;
}
const auto reach = static_cast<float>(config_.distances.half_rate_start);
if (distance > p.crowd.half || (config_.distances.valid() && distance > reach * reach)) continue;
}
// Poses and sound go through the server to everyone, whether or not two games have linked
// to each other: what they send each other directly is the older, larger format, and
// games of 1.1.6 as first released discard most of it (they took its first four bytes
// for sound_codec's).
// Sound is sent with everyone else's they hear, once a pass (flush_poses).
if (packet.kind == PacketKind::audio) {
if (!sound) sound = std::make_shared<const std::vector<AudioSample>>(packet.audio);
p.queued_sound.push_back({packet.source, packet.time_us, packet.sequence, sound});
continue;
}
PoseDelivery *delivery{};
std::uint32_t slot{}; // how often this source's poses go to them, when not every `interval`
bool out_of_sight{};
unsigned precision{};
std::uint32_t interval = multiplayer_pose_interval(config_.tps);
if (packet.kind == PacketKind::pose) {
auto entry = std::find_if(p.pose_delivery.begin(), p.pose_delivery.end(),
[&](const auto &v) { return v.source == packet.source; });
if (entry == p.pose_delivery.end())
entry = std::min_element(p.pose_delivery.begin(), p.pose_delivery.end(),
[](const auto &a, const auto &b) { return a.last_sent < b.last_sent; });
delivery = &*entry;
if (delivery->source != packet.source || delivery->epoch != packet.epoch)
*delivery = {packet.source, packet.epoch, 0, interval, 0, 0};
if (p.latest_root && p.pose_arrival && now_ >= p.pose_arrival && now_ - p.pose_arrival <= 1000000) {
float distance{};
for (unsigned i = 0; i < 3; ++i) {
const auto d = p.latest_root->position[i] - packet.pose.root.position[i];
distance += d * d;
}
delivery->by_distance = pose_interval(distance, delivery->by_distance, config_.distances, config_.tps);
interval = crowd_interval(delivery->by_distance, distance, p.crowd);
// Half as far again as the low rate starts: nothing of a skater can be made out
// there, only where they are (their dot, the map).
// (A little nearer to come back into sight than to leave it.)
const auto sight = static_cast<float>(config_.distances.low_rate_start) * ((delivery->precision & 1) ? 1.4f : 1.5f);
out_of_sight = config_.distances.valid() && distance > sight * sight;
// Too far to make out a hand: the fingers are not sent (pose_codec's Fingers). A
// little nearer to get them back than to lose them.
const auto hands = static_cast<float>(config_.finger_distance) * ((delivery->precision & 2) ? 0.9f : 1.1f);
const bool held = config_.finger_distance && packet.pose.skater.size() == pose_codec::finger_skeleton && distance > hands * hands;
precision = held ? 1U : 0U;
delivery->precision = static_cast<std::uint8_t>((out_of_sight ? 1U : 0U) | (held ? 2U : 0U)); // which side of each they are on
} else {
delivery->by_distance = 0;
}
// Standing still for a few seconds: five poses a second carry it to anyone. The
// rate is back at once when they move (the change of rate sends the next pose).
if (source && source->moved_at && now_ - source->moved_at > 3000000) interval = std::max<std::uint32_t>(interval, 200000);
if (delivery->interval_us != interval) delivery->next_source_time = 0;
delivery->interval_us = interval;
if (interval > multiplayer_pose_interval(config_.tps) && packet.time_us < delivery->next_source_time) continue;
// Out of sight, one pose a second is sent (as low-rate poses, a game holds a skater
// it hears nothing of for several seconds). On a full server most players are out
// of each other's sight, and at five a second each they were most of what was sent.
slot = out_of_sight && interval == 200000 ? 1000000U : interval;
if (kept) {
const std::uint8_t tier = slot == 1000000 ? 3 : interval == 200000 ? 2 : interval == 100000 ? 1 : 0;
p.queued_poses.push_back({packet.source, packet.sequence,
tier >= 2 ? pose_batch::Rate::low : tier == 1 ? pose_batch::Rate::half : pose_batch::Rate::full,
packet.player_collision, precision == 1, tier});
kept->keep = std::max(kept->keep, tier);
delivery->last_sent = now_;
// The next slot on the source's own clock: everyone sent a source at a slower rate
// is sent the same poses of it, so few of them need keeping to build on.
delivery->next_source_time = (packet.time_us / slot + 1) * slot;
continue;
}
}
const auto variant = (interval == 200000 ? 2U : interval == 100000 ? 1U : 0U) * 4 + precision;
auto &data = encoded[variant];
if (data.raw.empty()) {
data.packet = packet;
data.packet.pose_interval_us = interval;
if (packet.kind == PacketKind::pose) {
// What a mod resized on its player's skater reaches the others only as far as the server allows.
if (config_.bone_scale_limit >= 1.f) limit_bone_scale(data.packet.pose, config_.bone_scale_limit);
}
data.raw = encode(data.packet, true);
data.wire = encode_wire_bytes(data.raw);
}
outgoing.push_back({&p, id, p.sender.prepare(data.packet, data.raw, data.wire, data.deltas), delivery, slot ? slot : interval, variant});
}
for (auto &out : outgoing) {
// A packet that cannot be built for anyone is its source's fault, never this
// recipient's: nothing is sent, and the recipient is not treated as unreachable.
bool sent = true;
if (!out.update.bytes.empty()) {
const auto &sending = encoded[out.variant].packet;
const bool whole = out.update.establishes_baseline();
sent = transport_.send(out.id, out.update.bytes, reliable || whole, fresh, traffic_lane(sending.kind));
if (sent) {
for (auto *counted : {&out.guest->traffic, &traffic_}) {
counted->total.out[traffic_kind(sending.kind)] += out.update.bytes.size();
counted->total.snapshots += whole;
}
if (sending.kind == PacketKind::pose && !whole) {
++pose_sizes_.sent[out.variant / 4];
pose_sizes_.sent_bytes[out.variant / 4] += out.update.bytes.size();
}
out.guest->sender.sent(sending, std::move(out.update));
}
}
if (sent && out.delivery) {
out.delivery->last_sent = now_;
// The next slot on the source's own clock, not this long after this send: everyone
// sent a source at a slower rate is then sent the same packets of it, and shares
// their encoding and patch.
out.delivery->next_source_time = (packet.time_us / out.interval + 1) * out.interval;
}
// Refused by a full queue: a connection that is only behind keeps its player (a chat
// line or an outfit change is lost to them); one that takes nothing for a while does not.
if (reliable && !fresh) {
auto &since = out.guest->undelivered_since;
if (sent) since = 0;
else if (!since) since = now_;
else if (now_ - since > 15000000) transport_.disconnect(out.id, "Cannot deliver required session data. Join again.");
}
}
}
// A player who has just arrived in this world is shown the others a few at a time (introduce).
void Host::meet_later(Guest &guest) {
guest.unmet.clear();
for (const auto &[id, other] : guests_)
if (other->handshaken && id != guest.member.id) guest.unmet.insert(id);
guest.next_introduction = now_;
}
// Shows each arriving player one more of the others: that player's outfit, after which their
// poses and sound follow. The nearest first, about seven a second, and none while what
// they have already been sent is still on its way. A busy server's eighty outfits and
// streams in one burst is what a joining game, building every skater at once, fell over on.
void Host::introduce() {
for (auto &[id, guest] : guests_) {
auto &g = *guest;
if (g.unmet.empty() || !g.handshaken || !g.world_ready || now_ < g.next_introduction) continue;
if (transport_.pending(id) > 96 * 1024) continue;
const Guest *next{};
float nearest{};
for (auto it = g.unmet.begin(); it != g.unmet.end();) {
const auto *other = find(*it);
if (!other || !other->handshaken) {
it = g.unmet.erase(it);
continue;
}
++it;
float distance = std::numeric_limits<float>::max();
if (g.latest_root && other->latest_root) {
distance = 0;
for (unsigned i = 0; i < 3; ++i) {
const auto d = g.latest_root->position[i] - other->latest_root->position[i];
distance += d * d;
}
}
if (!next || distance < nearest) {
next = other;
nearest = distance;
}
}
if (!next) continue;
g.unmet.erase(next->member.id);
g.next_introduction = now_ + 150000;
send_required(g, next->cosmetic_packet);
}
}
void Host::send_roster() {
auto p = packet(PacketKind::roster, now_);
p.voice_policy = voice_policy_;
p.voice_range = config_.voice_range;
p.chat_badge = parse_colour(config_.chat_color).value_or(multiplayer::default_server_chat_badge);
p.chat_text = parse_colour(config_.chat_text_color).value_or(multiplayer::default_server_chat_text);
p.vote = vote_shown_;
if (vote_ && vote_shown_.id == vote_->id && vote_->ends > now_)
p.vote.seconds = static_cast<std::uint16_t>(std::min<std::uint64_t>((vote_->ends - now_ + 999999) / 1000000, 65535));
p.distances = config_.distances;
p.object_placement = config_.object_placement;
p.object_limit = config_.object_limit;
p.object_scaling = config_.object_scaling;
p.sync_effects = config_.sync_effects;
p.guest_noclip = config_.noclip;
p.guest_no_bail = config_.no_bail;
p.guest_boosts = config_.boosts;
p.enforce_tuning = config_.enforce_tuning;
p.server_votes = enabled_votes();
p.server_polls = static_cast<std::uint8_t>(enabled_polls());
p.server_custom_votes = custom_votes();
p.announcement = announcement_;
if (announcement_.id)
p.announcement.seconds = static_cast<std::uint16_t>(announcement_until_ > now_ ? (announcement_until_ - now_ + 999999) / 1000000 : 0);
p.object_clears = object_clears_;
// Without the catalog (or with sync off) no layers are sent: every player keeps their own.
p.force_world_layers = config_.world_layer_sync && !world_layers().empty();
if (p.force_world_layers) p.layers = pack_world_layers(layers_);
else p.layers.clear();
p.parks = config_.parks;
p.capacity = capacity();
p.members.push_back({id_, epoch_, config_.name, false});
for (auto &[id, guest] : guests_)
if (guest->handshaken) {
guest->member.admin = is_admin(id);
const auto party = parties_.party_of(id);
const auto *details = parties_.party(party);
guest->member.party = party;
guest->member.party_leader = details && details->leader == id;
guest->member.party_open = guest->member.party_leader && details->open;
guest->member.speeding = guest->speeding;
guest->member.scoring = guest->scoring_flagged;
p.members.push_back(guest->member);
}
// Parties hold only handshaken players (party_request), so this only guards the roster's
// rules: every listed party has two members and one leader.
for (auto &m : p.members)
if (m.party && std::count_if(p.members.begin(), p.members.end(), [&](const Member &o) { return o.party == m.party; }) < 2)
m.party = 0, m.party_leader = m.party_open = false;
for (auto &m : p.members)
if (m.party && std::none_of(p.members.begin(), p.members.end(),
[&](const Member &o) { return o.party == m.party && o.party_leader; }))
m.party_leader = true; // the first listed member of a party missing its leader
// An announcement for one player: everyone else's roster goes without it.
auto *only = announcement_for_ ? find(announcement_for_) : nullptr;
if (only && !only->handshaken) only = nullptr;
if (announcement_for_) {
const auto shown = p.announcement;
p.announcement = {};
broadcast(p, true, false, announcement_for_);
p.announcement = shown;
if (only) send_packet(*only, p, true, false);
} else {
broadcast(p, true, false);
}
roster_dirty_ = false;
last_roster_ = now_;
}
void Host::send_world_state() {
auto state = packet(PacketKind::world_state, now_);
state.destination = map_destination(config_.map);
state.map_label = wire_map_label();
state.world_ready = true; // the server has nothing to load
const auto bytes = encode_wire(state);
for (auto &[id, guest] : guests_)
if (guest->handshaken) send_required(*guest, bytes);
last_world_state_ = now_;
}
void Host::send_chat(std::string_view text, Guest *only) {
auto message = packet(PacketKind::chat, now_);
message.text = clean_chat_text(text);
if (message.text.empty()) return;
if (only) send_packet(*only, message, true, false);
else broadcast(message, true, false);
}
void Host::send_bans(Guest &admin) {
auto list = packet(PacketKind::bans, now_);
list.ban_total = static_cast<std::uint32_t>(config_.bans.size());
// Newest first; a very long list sends only its newest rows.
for (auto ban = config_.bans.rbegin(); ban != config_.bans.rend() && list.bans.size() < max_ban_rows; ++ban) {
auto row = *ban;
if (const auto seen = seen_names_.find(row.id); row.name.empty() && seen != seen_names_.end()) row.name = seen->second;
while (!row.name.empty() && !valid_member_name(row.name)) row.name.pop_back();
if (row.name.size() > max_member_name) row.name.resize(max_member_name);
while (!valid_member_name(row.name)) row.name.pop_back();
if (individual_steam_id(row.id)) list.bans.push_back(std::move(row));
}
if (send_packet(admin, list, true, false)) admin.bans_sent = bans_revision_;
}
void Host::send_maps(Guest &guest) { // admins: every map and the pool; players: the pool
auto list = packet(PacketKind::maps, now_);
const auto add = [&](const ServerLevel &level) {
if (valid_map_asset(level.asset) && list.maps.size() < max_server_maps) list.maps.push_back(level.asset);
};
if (is_admin(guest.member.id)) {
for (const auto &level : levels()) add(level);
if (!config_.map_pool.empty())
for (const auto *level : pool_levels(config_)) {
const auto at = std::find(list.maps.begin(), list.maps.end(), level->asset);
if (at != list.maps.end()) list.map_pool.push_back(static_cast<std::uint16_t>(at - list.maps.begin()));
}
} else {
for (const auto *level : pool_levels(config_)) add(*level);
}
list.map_rotation = static_cast<std::uint16_t>(std::min(config_.map_rotation, max_map_rotation));
if (send_packet(guest, list, true, false)) guest.maps_sent = true;
}
void Host::change_map(std::string_view map) {
if (!valid_map_destination(map_destination(map_setting(map))))
throw std::invalid_argument("That map does not name a destination.");
if (!installed_map(map)) throw std::invalid_argument("This server does not have that map.");
// Everything tied to the old world goes; admission and player slots stay.
for (auto &[id, guest] : guests_) {
auto &g = *guest;
auto old = std::exchange(g, Guest{});
g.sender.set_refresh(whole_state_refresh, true); // as for a new player (tick): a new world's streams start over
g.traffic = old.traffic;
g.member = std::move(old.member);
g.handshaken = old.handshaken;
g.map_authorized = old.map_authorized;
g.password_challenge = old.password_challenge;
g.connected_at = old.connected_at;
// Rate limits and anti-cheat flags belong to the player, not the world: clients report
// their scoring only once per session. The speed measurement starts over.
g.budget = old.budget;
g.chat_rate = old.chat_rate;
g.admin_budget = old.admin_budget;
g.throwdown_budget = old.throwdown_budget;
g.party_budget = old.party_budget;
g.scoring_budget = old.scoring_budget;
g.speeding = old.speeding;
g.scoring = old.scoring;
g.scoring_mods = std::move(old.scoring_mods);
g.scoring_flagged = old.scoring_flagged;
g.world_ready = false;
g.travel_since = g.handshaken ? now_ : 0;
g.last_packet = now_;
}
if (++world_ == 0) throw std::runtime_error("Map transition counter exhausted.");
activity_.clear(); // throwdowns end with the world
config_.map = map_setting(map);
map_ = map_hash(map_destination(config_.map));
map_since_ = now_;
rotation_warned_ = false;
travel_started_ = now_;
last_world_state_ = 0;
send_world_state();
roster_dirty_ = true;
}
void Host::drop(std::uint64_t id, const std::string &reason, const std::string &detail) {
transport_.disconnect(id, reason.c_str());
const auto found = guests_.find(id);
if (found == guests_.end()) return;
const auto name = guest_name(*found->second);
if (found->second->handshaken) {
roster_dirty_ = true;
log_(name + " left (" + reason + ")" + (detail.empty() ? std::string{} : " [" + detail + "]"));
activity_.left(id);
} else {
// Never admitted: it held a player slot meanwhile, so it shows in the log, and an ID
// that keeps failing waits longer each time before its connection is taken again.
const auto failures = join_backoff_.failed(id, now_);
log_("[join] " + std::to_string(id) + " did not finish joining (" + reason + ")" +
(failures > 1 ? ", attempt " + std::to_string(failures) : std::string{}) +
(detail.empty() ? std::string{} : " [" + detail + "]"));
}
guests_.erase(found);
for (auto &[other, guest] : guests_) {
guest->pose_sender.forget(id);
guest->sound_sender.forget(id);
}
party_left(id, name);
// Their vote cooldown stays (tick() drops it once it has run out): leaving and coming
// back does not let a player start another vote sooner.
// One voter fewer, or the player a kick vote was about. Counted in tick(): a passing kick
// vote drops another player, which must not happen inside a caller's walk over guests_.
vote_recount_ = true;
}
// ---- Receiving -------------------------------------------------------------------------------
bool Host::accept_data(Guest &source, const Packet &p) {
bool accepted{};
if (p.kind == PacketKind::cosmetics) {
accepted = source.outfit_budget.accept(now_) && source.appearance.push(p);
if (accepted) source.cosmetic_packet = encode_wire(p);
} else if (p.kind == PacketKind::audio)
accepted = source.sound_budget.accept(now_, p.audio.size()) && source.audio.push(p, now_);
else if (p.kind == PacketKind::effects)
accepted = config_.sync_effects && source.effect_budget.accept(now_);
else if (p.kind == PacketKind::pose)
accepted = source.poses.push_validated(p, now_);
// The server never plays anything back: keep only what ordering needs.
if (source.poses.size() > 4 || source.audio.size() > 16) {
source.poses.clear();
source.audio.clear();
}
if (!accepted) return false;
source.last_packet = now_;
if (p.kind == PacketKind::pose) {
source.pose_arrival = now_;
source.latest_root = p.pose.root;
{
const auto &root = p.pose.root, &was = source.still_at;
float moved{}, facing{};
for (unsigned i = 0; i < 3; ++i) moved += (root.position[i] - was.position[i]) * (root.position[i] - was.position[i]);
for (unsigned i = 0; i < 4; ++i) facing += root.rotation[i] * was.rotation[i];
if (!source.moved_at || moved > 0.05f * 0.05f || std::abs(facing) < 0.9995f) {
source.still_at = root;
source.moved_at = now_;
active(source);
}
}
return check_speed(source, p.time_us); // last: a speed-check kick frees `source`
}
return true;
}
// A player's own poses (pose_batch.h): each is rebuilt from one of theirs held here and taken as
// the packet it would have been. A message read in full is acked (flush_poses); one with a pose
// that could not be rebuilt is not, so their game goes on building on what is held here.
void Host::receive_poses(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at) {
auto *link = find(peer);
if (!link || !link->handshaken) return;
const auto batch = pose_batch::read(bytes);
if (!batch || batch->world != static_cast<std::uint32_t>(world_) || batch->map != static_cast<std::uint32_t>(map_)) return;
bool complete = true, first = true;
for (const auto &entry : batch->entries) {
if (entry.whole) {
// Only themselves, and one stream at a time: a new one replaces the last.
if (entry.source != peer || entry.epoch != link->member.epoch) {
complete = false;
continue;
}
if (!link->upload_streams.contains(entry.stream)) link->upload_streams.clear();
}
const auto rebuilt = pose_batch::rebuild(link->upload_streams, entry);
if (!rebuilt) {
complete = false;
continue;
}
if (rebuilt->repeat) continue;
Packet p;
p.kind = PacketKind::pose;
p.session = secret_;
p.map = map_;
p.world = world_;
p.source = peer;
p.epoch = rebuilt->epoch;
p.sequence = rebuilt->sequence;
p.time_us = rebuilt->time_us;
p.player_collision = rebuilt->collision;
p.pose = pose_codec::restore(rebuilt->pose);
// The message's bytes are counted once, with its first pose.
receive(peer, first ? bytes : bytes.first(0), received_at, &p);
first = false;
link = find(peer); // a pose can be what gets its player removed
if (!link) return;
}
if (complete) {
link->upload_ack.note(batch->number);
link->upload_ack_due = true;
}
}
// A player's own skater's sound (sound_codec.h), taken as the packet it would have been.
void Host::receive_sound(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at) {
auto *link = find(peer);
if (!link || !link->handshaken) return;
if (link->sound_in.size() > 2) link->sound_in.clear(); // only their own, one stream at a time
const auto heard = sound_codec::read(link->sound_in, bytes, world_, map_);
if (!heard) return;
bool first = true;
for (const auto &one : *heard) {
if (one.source != peer || one.epoch != link->member.epoch || !valid_audio_batch(one.samples)) continue;
Packet p;
p.kind = PacketKind::audio;
p.session = secret_;
p.map = map_;
p.world = world_;
p.source = peer;
p.epoch = one.epoch;
p.sequence = one.sequence;
p.time_us = one.time_us;
p.audio = one.samples;
receive(peer, first ? bytes : bytes.first(0), received_at, &p);
first = false;
link = find(peer);
if (!link) return;
}
}
void Host::receive(std::uint64_t peer, std::span<const std::uint8_t> bytes, std::uint64_t received_at, const Packet *ready) {
auto *link = find(peer);
if (!link) return;
if (!ready) {
// Counted by arrival: after the server was held up, everyone's packets are read at once.
if (!link->budget.accept(received_at ? received_at : now_, bytes.size(), 1U))
return drop(peer, "Peer exceeded the multiplayer packet limit.");
// Which messages of poses they read (pose_batch.h): not a packet, and says nothing else.
if (const auto ack = pose_batch::Ack::read(bytes)) {
if (link->handshaken) pose_ack(*link, *ack);
return;
}
if (pose_batch::is_batch(bytes)) return receive_poses(peer, bytes, received_at);
if (sound_codec::is_sound(bytes)) return receive_sound(peer, bytes, received_at);
}
bool missing_reference{};
const auto decoded = ready ? std::optional<Packet>(*ready) : link->receiver.receive(bytes, missing_reference, world_);
if (missing_reference) return;
if (!decoded || decoded->session != secret_ || decoded->source != peer)
return drop(peer, "Join code, sender identity, or multiplayer protocol did not match.");
const auto &p = *decoded;
link->traffic.total.in[traffic_kind(p.kind)] += bytes.size();
traffic_.total.in[traffic_kind(p.kind)] += bytes.size();
switch (p.kind) {
case PacketKind::world_state: return drop(peer, "Only the server may change the room's map.");
// Sent once the player's game knows, and again if a mod enabled later changes it; not tied to
// a world, so a report crossing a map change still counts.
case PacketKind::scoring: {
if (!link->handshaken || p.epoch != link->member.epoch || !link->scoring_budget.accept(now_, 4)) return;
link->last_packet = now_;
if (link->scoring == p.scoring && link->scoring_mods == p.text) return;
link->scoring = p.scoring;
link->scoring_mods = p.text;
check_scoring(*link);
return;
}
case PacketKind::world_ready: {
if (!link->handshaken || p.epoch != link->member.epoch) return drop(peer, "Invalid map readiness message.");
if (p.world != world_ || p.map != map_ || (link->ready_sequence && !newer_sequence(p.sequence, link->ready_sequence)))
return;
link->ready_sequence = p.sequence;
link->last_packet = now_;
const bool arrived = p.world_ready && !link->world_ready;
if (!p.world_ready && link->world_ready) link->loading_since = now_;
if (arrived && config_.activity_log)
if (const auto since = link->travel_since ? link->travel_since : link->loading_since; since && now_ > since)
log_("[map] " + guest_name(*link) + " finished loading (" + std::to_string((now_ - since) / 1000000) + " s)");
link->world_ready = p.world_ready;
if (p.world_ready) link->travel_since = link->loading_since = 0;
if (arrived) {
meet_later(*link);
active(*link); // the time away starts once they are in
}
return;
}
case PacketKind::map_request: {
if (p.build != supported_build::game_sha256_bytes || (link->member.epoch && link->member.epoch != p.epoch))
return drop(peer, "Invalid map request. Update ReSkate to the server's version and join again.");
if (link->handshaken) return;
if (p.map && p.map != map_) return drop(peer, "The server changed maps while you were joining. Join again.");
link->member.epoch = p.epoch;
bool authorized = !password_;
if (password_) {
if (!link->password_challenge) link->password_challenge = nonce();
if (p.challenge == link->password_challenge) {
const auto proof = password_proof(*password_, secret_, map_, id_, peer, epoch_, p.epoch, link->password_challenge);
if (!proof_matches(proof, p.proof)) return drop(peer, "Incorrect server password.");
authorized = true;
}
}
const bool newly_authorized = authorized && !link->map_authorized;
link->map_authorized |= authorized;
if (newly_authorized || !link->last_map_offer || now_ - link->last_map_offer >= 1000000) {
auto offer = packet(PacketKind::map_offer, now_);
offer.destination = map_destination(config_.map);
offer.map_label = wire_map_label();
offer.challenge = link->password_challenge;
offer.map_authorized = authorized;
send_required(*link, encode_wire(offer));
link->last_map_offer = now_;
}
return;
}
case PacketKind::map_offer:
if (link->handshaken || p.world < world_) return;
return drop(peer, "Only the server offers maps.");
default: break;
}
// A map reload can return to the same asset. The generation keeps late
// poses, audio, cosmetics and control from reviving the old world.
if (p.world != world_) return;
switch (p.kind) {
case PacketKind::peer_hello:
case PacketKind::peer_welcome: return drop(peer, "Direct peer is not admitted to this session.");
case PacketKind::challenge: return drop(peer, "Invalid lobby password challenge.");
case PacketKind::welcome: return drop(peer, "Unexpected multiplayer handshake direction.");
case PacketKind::hello: {
const auto error = greeting_error(p, secret_, map_, supported_build::game_sha256_bytes,
link->handshaken ? link->member.epoch : 0);
if (!error.empty()) return drop(peer, std::string(error));
if (password_ && !link->handshaken) {
if (!link->password_challenge) link->password_challenge = nonce();
if (p.challenge != link->password_challenge) {
auto challenge = packet(PacketKind::challenge, now_);
challenge.challenge = link->password_challenge;
send_required(*link, encode_wire(challenge));
return;
}
const auto proof = password_proof(*password_, secret_, map_, id_, peer, epoch_, p.epoch, link->password_challenge);
if (!proof_matches(proof, p.proof)) return drop(peer, "Incorrect server password.");
}
const bool joined = !link->handshaken;
link->member.epoch = p.epoch;
if (joined) {
link->member.name = player_name(p.text, peer);
if (seen_names_.size() >= 4096) seen_names_.erase(seen_names_.begin());
seen_names_[peer] = link->member.name;
join_backoff_.joined(peer);
}
link->handshaken = true;
link->world_ready = true;
link->travel_since = 0;
link->last_packet = now_;
send_required(*link, encode_wire(packet(PacketKind::welcome, now_)));
if (joined) {
send_roster();
meet_later(*link);
if (!config_.welcome.empty()) send_chat(config_.welcome, link);
log_(guest_name(*link) + " joined (" + std::to_string(peer) + (is_admin(peer) ? ", admin" : "") + "), " +
std::to_string(players()) + "/" + std::to_string(config_.max_players) + " players" +
(link->connected_at && now_ > link->connected_at
? ", loaded in " + std::to_string((now_ - link->connected_at) / 1000000) + " s" : ""));
}
return;
}
case PacketKind::cosmetics: {
auto &pending = link->pending_cosmetics;
std::erase_if(pending, [&](const auto &item) { return now_ - item.received > 10000000; });
const auto found = std::find_if(pending.begin(), pending.end(), [&](const auto &item) {
return item.packet.source == p.source && item.packet.epoch == p.epoch;
});
if (found != pending.end()) {
if (newer_sequence(p.sequence, found->packet.sequence)) *found = {p, now_};
} else {
if (pending.size() >= 4) pending.erase(pending.begin());
pending.push_back({p, now_});
}
return;
}
default: break;
}
if (!link->handshaken || p.map != map_) return;
if (p.kind == PacketKind::routes) {
if (p.epoch != link->member.epoch) return drop(peer, "Invalid direct route report.");
if (!link->route_reported || newer_sequence(p.sequence, link->route_sequence)) {
link->direct_routes.clear();
for (const auto &m : p.members) {
const auto *other = find(m.id);
if (other && other->handshaken && other->member.epoch == m.epoch && m.id != peer)
link->direct_routes.push_back(m);
}
link->route_reported = now_;
link->route_sequence = p.sequence;
}
return;
}
if (p.kind == PacketKind::roster) return drop(peer, "Only the server may publish the player roster.");
if (p.kind == PacketKind::teleport) return drop(peer, "Only the server may teleport players.");
// A listen host's; the server's physics are the game's own.
if (p.kind == PacketKind::physics_tuning || p.kind == PacketKind::physics_extras) return;
if (p.kind == PacketKind::chat) {
active(*link);
if (!routed_source(p, link->member, peer, true, id_) ||
link->chat_rate.accept(now_, p.text, 1) != ChatRate::Verdict::accepted)
return;
link->last_packet = now_;
// "/" starts a command (votes; any server command for admins), answered to the sender only.
if (p.text.front() == '/') {
log_("[command] " + guest_name(*link) + ": /" + loggable(std::string_view(p.text).substr(1)));
chat_command(*link, std::string_view(p.text).substr(1));
return;
}
log_("[chat] " + guest_name(*link) + ": " + p.text);
broadcast(p, true, false, p.source);
return;
}
// Linked throwdowns (Extension/Throwdowns/throwdown_relay.cpp): opaque to the
// server, relayed like chat to everyone else in the same world.
if (p.kind == PacketKind::throwdown) {
if (p.world != world_ || !routed_source(p, link->member, peer, true, id_) || !link->throwdown_budget.accept(now_, 60))
return;
// A player whose tricks score differently takes part in nothing linked: their scores,
// attempts and drops go nowhere, whatever the other players' games would do with them.
if (link->scoring_flagged) return;
link->last_packet = now_;
if (config_.activity_log || config_.announce_throwdowns)
activity_.throwdown(peer, p.throwdown, link->latest_root ? &link->latest_root->position : nullptr, now_);
broadcast(p, true, false, p.source);
return;
}
if (p.kind == PacketKind::party) {
if (!routed_source(p, link->member, peer, true, id_) || !link->party_budget.accept(now_, 20)) return;
link->last_packet = now_;
party_request(*link, p.party_action, p.party_player);
return;
}
if (p.kind == PacketKind::admin) {
if (!routed_source(p, link->member, peer, true, id_) || !link->admin_budget.accept(now_, 30)) return;
link->last_packet = now_;
std::string answer;
if (!is_admin(peer)) answer = "You are not an admin on this server.";
else {
log_("[admin] " + guest_name(*link) + ": " + loggable(p.text));
answer = command(p.text, peer);
}
if (auto *still = find(peer)) {
auto reply = packet(PacketKind::admin, now_);
reply.text = clean_chat_text(answer.empty() ? std::string("Done.") : answer);
if (reply.text.empty()) reply.text = "Done.";
send_packet(*still, reply, true, false);
}
return;
}
if (!link->world_ready) return;
if (!routed_source(p, link->member, peer, true, id_)) return;
if (p.kind == PacketKind::away) return drop(peer, "A player ended their session.");
if (p.kind == PacketKind::objects) {
const auto before = link->objects.revision();
if (link->objects.receive(p.objects) == ObjectState::Result::invalid)
return drop(peer, "Invalid shared object revision or layout.");
if (link->objects.revision() != before) active(*link);
link->last_packet = now_;
return;
}
if (p.kind == PacketKind::voice) {
if (!voice_policy_.accepts(p.voice)) return;
if (link->received_voice && !newer_sequence(p.sequence, link->voice_sequence)) return;
if (!link->voice_budget.accept(now_, p.voice.bytes.size())) return;
link->received_voice = true;
link->voice_sequence = p.sequence;
link->last_packet = now_;
active(*link);
broadcast(p, false, true, p.source);
return;
}
if (!accept_data(*link, p)) return;
// A pose waits until the pass has read everything (relay_poses).
if (p.kind == PacketKind::pose) {
link->relay_poses.push_back(p);
return;
}
// A contact's effect is only worth showing as it happens: with the server behind, a
// player's backlog of them is not passed on.
if (p.kind == PacketKind::effects && ++link->effects_pass > 2) {
++shed_;
return;
}
broadcast(p, p.kind == PacketKind::audio && std::any_of(p.audio.begin(), p.audio.end(),
[](const auto &sample) { return sample.event; }),
true, p.source);
}
// The poses read this pass go on to everyone. A pass normally reads one or two of each player's.
// More means the server is behind (a stall, or more players than it can carry), and passing
// every one of them on is what kept it behind: each pass then had the whole of the last
// pass's arrivals to send, took as long again, and sent poses whole because the ones they
// would have built on had gone stale, which is more work still. So of a player's backlog only
// the newest goes on. Their skater is where they are now; the others see fewer poses of them
// for a moment, which their games already smooth over.
void Host::relay_poses() {
std::vector<Packet> poses;
for (auto &[id, guest] : guests_) {
guest->effects_pass = 0;
if (guest->relay_poses.empty()) continue;
auto own = std::exchange(guest->relay_poses, {});
const std::size_t first = own.size() > 3 ? own.size() - 1 : 0;
shed_ += first;
for (std::size_t index = first; index < own.size(); ++index) poses.push_back(std::move(own[index]));
}
for (const auto &pose : poses) broadcast(pose, false, true, pose.source);
if (shed_ != shed_logged_ && now_ - shed_log_at_ >= 30000000) {
log_("[network] The server is behind: " + std::to_string(shed_ - shed_logged_) +
" poses and effects that arrived late were not passed on. Players see each other at a lower rate until it catches up" +
(shed_log_at_ ? "" : "; if this keeps coming, the server has more players than its CPU can carry") + ".");
shed_logged_ = shed_;
shed_log_at_ = now_;
}
}
void Host::receive_cosmetics() {
for (auto &[id, guest] : guests_) {
auto &link = *guest;
auto pending = std::exchange(link.pending_cosmetics, {});
for (auto &item : pending) {
const auto &p = item.packet;
if (p.world != world_ || now_ - item.received > 10000000) continue;
// Lanes may deliver an outfit before the hello or readiness; keep it until then.
if (!link.handshaken || !link.world_ready) {
link.pending_cosmetics.push_back(std::move(item));
continue;
}
if (p.map == map_ && routed_source(p, link.member, id, true, id_) && accept_data(link, p))
broadcast(p, true, false, p.source);
}
}
}
// Players who have been away longer than the server allows ("afk_kick_minutes") are removed,
// with a warning a minute before. Away is doing nothing a player at their game does: not
// moving, speaking, typing in chat or changing their objects. Admins stay, and so does anyone
// whose game is still loading the map.
void Host::remove_away() {
if (!config_.afk_kick) return;
const auto limit = static_cast<std::uint64_t>(config_.afk_kick) * 60000000;
std::vector<std::uint64_t> away;
for (auto &[id, guest] : guests_) {
auto &g = *guest;
if (!g.handshaken || !g.world_ready || !g.active_at || is_admin(id)) continue;
const auto idle = now_ - g.active_at;
if (idle >= limit) away.push_back(id);
else if (!g.away_warned && limit > 60000000 && idle >= limit - 60000000) {
g.away_warned = true;
reply(g, "You have been away a while: move or say something within a minute to stay on the server.");
}
}
for (const auto id : away) {
if (const auto *g = find(id)) log_("[afk] " + guest_name(*g) + " was removed after " + std::to_string(config_.afk_kick) + " min away.");
drop(id, "You were removed from the server for being away too long. You can join again.");
}
}
// ---- Objects ---------------------------------------------------------------------------------
void Host::sync_objects() {
if (now_ < next_object_update_) return;
next_object_update_ = now_ + 100000;
// Guests upload their layouts; the server alone decides what everyone else
// sees, and freezes the layouts of players who may not build right now.
for (auto &[id, guest] : guests_)
if (guest->handshaken && guest->objects.revision() != guest->shared_from && now_ >= guest->objects_held_until &&
(config_.object_placement == ObjectPlacement::everyone ||
(config_.object_placement == ObjectPlacement::host_only && is_admin(id)))) {
auto layout = guest->objects.layout();
std::erase_if(layout, [&](const auto &object) { return guest->cleared.contains(object.id); });
// No more of a player's objects than the server allows each of them; admins are not limited.
if (!is_admin(id)) layout = limited_layout(std::move(layout), guest->shared.objects(), config_.object_limit);
// Nobody places objects by the hundred, minute after minute: a game that does is
// spawning and removing them to animate them. Theirs are deleted for everyone, and
// nothing they place is shared for a minute (or they would be back at once).
if (!is_admin(id)) {
if (now_ - guest->placed_since >= 60000000) {
guest->placed_since = now_;
guest->placed = 0;
}
for (const auto &object : layout) guest->placed += !guest->shared.objects().contains(object.id);
const auto burst = 2 * (config_.object_limit ? config_.object_limit : max_owned_objects) + 100;
if (guest->placed > burst) {
guest->objects_held_until = now_ + 60000000;
guest->placed_since = guest->objects_held_until;
guest->placed = 0;
const auto deleted = guest->shared.objects().size();
for (const auto *state : {&guest->objects, &guest->shared})
for (const auto &[object, value] : state->objects()) {
(void)value;
guest->cleared.insert(object);
}
if (guest->shared.revision()) guest->shared.replace({});
guest->shared_from = guest->objects.revision();
log_("[objects] " + guest_name(*guest) + " (" + std::to_string(id) + ") placed over " + std::to_string(burst) +
" objects in a minute: their " + std::to_string(deleted) + " objects were deleted, and none of theirs are shared for a minute.");
reply(*guest, "You placed objects faster than the server allows. Yours were deleted for everyone, and none you place are shared for a minute.");
continue;
}
}
// With scaling off, a player's objects reach everyone else at their own size, whatever
// that player's game made of them.
if (!config_.object_scaling && !is_admin(id))
for (auto &object : layout) object.scale = 1.f;
if (config_.activity_log) activity_.objects(id, guest->shared.layout(), layout);
guest->shared.replace(layout);
guest->shared_from = guest->objects.revision();
}
struct Source { std::uint64_t id, epoch; const ObjectState *state; };
std::vector<Source> sources;
for (const auto &[id, guest] : guests_)
if (guest->handshaken && guest->world_ready) sources.push_back({id, guest->member.epoch, &guest->shared});
for (auto &[id, guest] : guests_) {
auto &peer = *guest;
if (!peer.handshaken || !peer.world_ready || sources.empty()) continue;
// Objects wait for a connection that is behind: they must arrive, so they would only
// queue up behind the poses and push those out.
if (transport_.pending(id) > 128 * 1024) continue;
auto &delivery = peer.object_delivery;
const auto find_source = [&](std::uint64_t source, std::uint64_t epoch) {
return std::find_if(sources.begin(), sources.end(), [&](const auto &s) { return s.id == source && s.epoch == epoch; });
};
std::erase_if(delivery.sent, [&](const auto &row) { return find_source(row.first, row.second.first) == sources.end(); });
if (!delivery.chunks.empty() && find_source(delivery.source, delivery.epoch) == sources.end()) delivery.chunks.clear();
for (unsigned budget = 0; budget < 4; ++budget) {
if (delivery.chunks.empty()) {
for (std::size_t attempt = 0; attempt < sources.size(); ++attempt) {
const auto &source = sources[delivery.cursor++ % sources.size()];
if (source.id == id || !source.state->revision()) continue;
const auto previous = delivery.sent.find(source.id);
const auto since = previous != delivery.sent.end() && previous->second.first == source.epoch
? previous->second.second : 0;
delivery.chunks = source.state->updates(since);
if (delivery.chunks.empty()) continue;
delivery.source = source.id;
delivery.epoch = source.epoch;
delivery.next = 0;
break;
}
if (delivery.chunks.empty()) break;
}
auto update = packet(PacketKind::objects, now_);
update.source = delivery.source;
update.epoch = delivery.epoch;
update.objects = delivery.chunks[delivery.next];
if (!send_packet(peer, update, true, false)) {
// Refused for now (a full queue): the same part is tried again. Only a
// connection that takes none for a long while is given up on.
if (!delivery.failing_since) delivery.failing_since = now_;
if (now_ - delivery.failing_since > 30000000)
transport_.disconnect(id, "Cannot deliver shared object state. Join again.");
break;
}
delivery.failing_since = 0;
if (++delivery.next == delivery.chunks.size()) {
delivery.sent[delivery.source] = {delivery.epoch, update.objects.revision};
delivery.chunks.clear();
}
}
}
}
// `net`: how the connections and the server's own loop are doing right now. With a player's
// name or SteamID64, that player alone. In-game admins get the first line: a reply has to fit
// one chat-sized message.
std::string Host::network_report(std::string_view player, bool console) {
const auto links = transport_.links();
const auto &net = transport_.status();
const auto kb = [](float bytes) { return std::to_string(static_cast<int>(bytes / 1024.f + .5f)); };
const auto percent = [](float quality) { return quality < 0 ? std::string("?") : std::to_string(static_cast<int>(quality * 100.f + .5f)) + "%"; };
const auto row = [&](const multiplayer::TransportLink &link) {
const auto *guest = find(link.id);
std::string name = guest ? guest_name(*guest) : std::to_string(link.id);
if (name.size() > 20) name.resize(20);
name.resize(21, ' ');
if (!link.measured) return " " + name + (link.connected ? "not measured yet" : "connecting");
const auto silent = guest && guest->last_packet && now_ > guest->last_packet ? (now_ - guest->last_packet) / 100000 : 0; // tenths of a second
return " " + name + "ping " + std::to_string(link.ping_ms) + " ms, quality " + percent(link.quality_local) + " here / " +
percent(link.quality_remote) + " there, queued " + std::to_string(link.pending_bytes) + " B (" +
std::to_string(link.queue_us / 1000) + " ms), out " + kb(link.out_bps) + " of " + kb(static_cast<float>(link.send_rate)) +
" KB/s, in " + kb(link.in_bps) + " KB/s, last heard " + std::to_string(silent / 10) + "." + std::to_string(silent % 10) + " s ago" +
(guest && !guest->handshaken ? ", joining" : guest && !guest->world_ready ? ", loading" : "");
};
// By what it carries, in KB/s: the last whole half minute, or the one so far.
const bool whole = traffic_window_us_ != 0;
const double seconds = whole ? static_cast<double>(traffic_window_us_) / 1e6
: std::max(1.0, static_cast<double>(now_ - traffic_mark_) / 1e6);
const auto rate = [&](const Counted &c, bool out, std::size_t kind) {
const auto bytes = whole ? (out ? c.last.out[kind] : c.last.in[kind])
: out ? c.total.out[kind] - c.mark.out[kind] : c.total.in[kind] - c.mark.in[kind];
return static_cast<double>(bytes) / 1024.0 / seconds;
};
const auto number = [](double value) {
char text[32];
std::snprintf(text, sizeof(text), value < 10 ? "%.1f" : "%.0f", value);
return std::string(text);
};
const auto by_kind = [&](const Counted &c) {
std::string text = "KB/s out / in:";
for (std::size_t kind = 0; kind < traffic_names.size(); ++kind)
text += std::string(kind ? ", " : " ") + traffic_names[kind] + " " + number(rate(c, true, kind)) + " / " + number(rate(c, false, kind));
const auto snapshots = whole ? c.last.snapshots : c.total.snapshots - c.mark.snapshots;
return text + "; " + number(static_cast<double>(snapshots) / seconds) + " whole states a second";
};
if (!player.empty()) {
const auto wanted = lower(player);
for (const auto &link : links) {
const auto *guest = find(link.id);
if (std::to_string(link.id) == player || (guest && lower(guest_name(*guest)).starts_with(wanted)))
return row(link).substr(2) + (guest ? "\n" + by_kind(guest->traffic) : std::string{}) +
(link.direct ? std::string("\nroute: direct, not through Steam's relays")
: "\nroute: through Steam's relay " + (link.relay.empty() ? std::string("(unknown)") : link.relay) +
" on this side and " + (link.remote_relay.empty() ? std::string("(unknown)") : link.remote_relay) + " on theirs");
}
return "No connected player matches \"" + std::string(player) + "\".";
}
float out{}, in{};
std::uint64_t queued{}, longest_queue{};
std::size_t waiting{}, poor{};
int worst_ping{};
for (const auto &link : links) {
if (!link.measured) continue;
out += link.out_bps;
in += link.in_bps;
queued += static_cast<std::uint64_t>(std::max(0, link.pending_bytes));
longest_queue = std::max(longest_queue, link.queue_us);
waiting += link.queue_us > 50000;
poor += (link.quality_local >= 0 && link.quality_local < .9f) || (link.quality_remote >= 0 && link.quality_remote < .9f);
worst_ping = std::max(worst_ping, link.ping_ms);
}
std::string text = std::to_string(players()) + " players (" + std::to_string(links.size()) + " connections), " + std::to_string(config_.tps) +
" TPS | " + kb(out) + " KB/s out, " + kb(in) + " KB/s in | worst ping " + std::to_string(worst_ping) + " ms | " +
std::to_string(queued / 1024) + " KB queued, longest wait " + std::to_string(longest_queue / 1000) + " ms, " +
std::to_string(waiting) + " waiting over 50 ms | " + std::to_string(poor) + " under 90% quality";
if (!console) return text;
{
// The relay locations in use, most connections first: everyone through one far away is a route problem.
std::map<std::string, unsigned> relays;
for (const auto &link : links)
if (link.measured)
++relays[link.direct ? std::string("direct")
: (link.relay.empty() ? "?" : link.relay) + "-" + (link.remote_relay.empty() ? "?" : link.remote_relay)];
std::vector<std::pair<std::string, unsigned>> order(relays.begin(), relays.end());
std::stable_sort(order.begin(), order.end(), [](const auto &a, const auto &b) { return a.second > b.second; });
text += "\nSteam relay network: " + transport_.relay_status();
text += "\nrelays (ours-theirs):";
for (std::size_t i = 0; i < std::min<std::size_t>(order.size(), 10); ++i)
text += " " + order[i].first + " x" + std::to_string(order[i].second);
}
text += "\nloop: " + loop_report();
text += "\n" + by_kind(traffic_);
{
std::uint64_t poses{};
for (const auto count : pose_sizes_.sent) poses += count;
if (poses) {
text += "\npose sizes:";
for (std::size_t i = 0; i < pose_sizes_.sent.size(); ++i)
if (pose_sizes_.sent[i])
text += std::string(" ") + pose_rate_names[i] + " " + std::to_string(pose_sizes_.sent_bytes[i] / pose_sizes_.sent[i]) + " B x" +
std::to_string(pose_sizes_.sent[i]);
text += "; " + std::to_string(pose_sizes_.held * 100 / poses) + "% without fingers; whole poses " + std::to_string(pose_sizes_.whole_sent) +
(pose_sizes_.whole_sent ? " at " + std::to_string(pose_sizes_.whole_sent_bytes / pose_sizes_.whole_sent) + " B" : std::string{});
}
}
{
// Who uploads most, and what most of it is: one player's outfit or objects can cost
// every other player's connection.
struct Upload { const Guest *guest; double total; std::size_t most; };
std::vector<Upload> uploads;
for (const auto &[id, guest] : guests_) {
Upload upload{guest.get(), 0, 0};
for (std::size_t kind = 0; kind < traffic_names.size(); ++kind) {
upload.total += rate(guest->traffic, false, kind);
if (rate(guest->traffic, false, kind) > rate(guest->traffic, false, upload.most)) upload.most = kind;
}
uploads.push_back(upload);
}
std::stable_sort(uploads.begin(), uploads.end(), [](const auto &a, const auto &b) { return a.total > b.total; });
if (!uploads.empty()) text += "\nmost uploaded:";
for (std::size_t i = 0; i < std::min<std::size_t>(uploads.size(), 6); ++i)
text += std::string(i ? ", " : " ") + guest_name(*uploads[i].guest) + " " + number(uploads[i].total) + " KB/s (" +
traffic_names[uploads[i].most] + " " + number(rate(uploads[i].guest->traffic, false, uploads[i].most)) + ")";
}
text += "\nshed while behind: " + std::to_string(shed_) + " poses and effects not passed on (since the server started)";
text += "\nsends: " + std::to_string(net.send_failures) + " failed, " + std::to_string(net.skipped) + " skipped, " +
std::to_string(net.dropped) + " dropped (since the server started)";
// The connections doing worst first: a long queue, poor delivery, silence, then ping.
auto order = links;
const auto badness = [&](const multiplayer::TransportLink &link) {
const auto *guest = find(link.id);
const double silent = guest && guest->handshaken && now_ > guest->last_packet ? static_cast<double>(now_ - guest->last_packet) / 1000.0 : 0;
const double lost = 1.0 - std::min(link.quality_local < 0 ? 1.f : link.quality_local, link.quality_remote < 0 ? 1.f : link.quality_remote);
return static_cast<double>(link.queue_us) / 1000.0 + lost * 2000.0 + silent + link.ping_ms;
};
std::stable_sort(order.begin(), order.end(), [&](const auto &a, const auto &b) { return badness(a) > badness(b); });
const std::size_t shown = std::min<std::size_t>(order.size(), 12);
if (shown) text += "\nworst " + std::to_string(shown) + " of " + std::to_string(order.size()) + " (net <player> for one):";
for (std::size_t i = 0; i < shown; ++i) text += "\n" + row(order[i]);
return text;
}
// ---- Tick ------------------------------------------------------------------------------------
namespace {
std::uint64_t clock_us() {
return static_cast<std::uint64_t>(
std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now().time_since_epoch()).count());
}
} // namespace
std::string Host::loop_report() const {
// The last whole minute when there is one, or the minute so far.
const auto &l = last_loop_.passes ? last_loop_ : loop_;
const auto seconds = std::max<std::uint64_t>(1, last_loop_.passes ? 60 : (clock_us() - l.since) / 1000000);
const auto ms = [](std::uint64_t us) {
char text[32];
std::snprintf(text, sizeof(text), "%.1f", static_cast<double>(us) / 1000.0);
return std::string(text);
};
return std::to_string(l.passes / seconds) + " passes/s, " +
std::to_string(l.passes ? l.busy_us * 100 / (seconds * 1000000) : 0) + "% busy, longest pass " + ms(l.longest_pass_us) +
" ms, longest gap " + ms(l.longest_gap_us) + " ms (worst since start: " + ms(worst_loop_.longest_pass_us) + " ms pass, " +
ms(worst_loop_.longest_gap_us) + " ms gap)";
}
void Host::tick(std::uint64_t now) {
if (!running_) return;
now_ = now;
// Timed on a clock of its own, from the start of one pass to the start of the next.
struct Timed {
Host &host;
std::uint64_t started = clock_us();
explicit Timed(Host &h) : host(h) {
auto &l = host.loop_;
if (!l.since) l.since = started;
if (host.pass_started_) {
const auto gap = started - host.pass_started_;
l.longest_gap_us = std::max(l.longest_gap_us, gap);
host.worst_loop_.longest_gap_us = std::max(host.worst_loop_.longest_gap_us, gap);
}
host.pass_started_ = started;
}
~Timed() {
auto &l = host.loop_;
const auto took = clock_us() - started;
++l.passes;
l.busy_us += took;
l.longest_pass_us = std::max(l.longest_pass_us, took);
host.worst_loop_.longest_pass_us = std::max(host.worst_loop_.longest_pass_us, took);
if (started - l.since >= 60000000) {
host.last_loop_ = l;
l = {};
}
}
} timed{*this};
transport_.poll();
const auto links = transport_.status().peers;
const auto linked = [&](std::uint64_t id) {
return std::any_of(links.begin(), links.end(), [id](const auto &v) { return v.id == id; });
};
for (auto it = guests_.begin(); it != guests_.end();) {
const auto id = (it++)->first;
if (linked(id)) continue;
// Steam closed it: the log says how (the player's game closing it, or the connection
// failing at one end or the other), which "Disconnected." alone does not.
const auto how = transport_.take_closed(id);
drop(id, "Disconnected.", how);
}
for (const auto &link : links) {
if (kicked_.contains(link.id)) {
transport_.disconnect(link.id, "You were kicked from this server.");
continue;
}
if (is_banned(link.id)) {
transport_.disconnect(link.id, "You are banned from this server.");
continue;
}
// The backend's list (global_bans.h), which can reach a player who is already on.
if (config_.global_bans && multiplayer::reskate_banned(link.id)) {
transport_.disconnect(link.id, multiplayer::banned_notice.data());
continue;
}
auto *guest = find(link.id);
if (!guest && join_backoff_.waiting(link.id, now_)) {
transport_.disconnect(link.id, "Too many failed attempts to join. Wait a little and try again.");
continue;
}
if (!guest) {
if (!individual_steam_id(link.id) || !may_join(config_, link.id, guests_.size())) {
transport_.disconnect(link.id, "The server is full.");
continue;
}
auto created = std::make_unique<Guest>();
created->sender.set_refresh(whole_state_refresh, true);
created->member.id = link.id;
created->last_packet = now_;
guest = created.get();
guests_.emplace(link.id, std::move(created));
}
if (link.connected && !guest->connected_at) guest->connected_at = now_;
}
for (const auto &message : transport_.receive()) receive(message.peer, message.bytes, message.arrived);
relay_poses();
flush_poses();
receive_cosmetics();
introduce();
for (auto it = guests_.begin(); it != guests_.end();) {
auto &g = *(it++)->second;
// Authorized arrivals get time for loading; this deadline is absolute, so
// requests cannot hold an unused slot indefinitely.
const std::uint64_t handshake_timeout = g.map_authorized ? 180000000 : 8000000;
if (g.handshaken && g.travel_since) {
if (now_ - g.travel_since > 180000000) drop(g.member.id, "Could not finish loading the new map.");
continue;
}
// The connection is still open but nothing came over it: what Steam measures of it says
// whether the link went bad or the player's game just stopped sending.
if ((!g.handshaken && g.connected_at && now_ - g.connected_at > handshake_timeout) ||
(g.handshaken && now_ - g.last_packet > 10000000))
drop(g.member.id, "Timed out waiting for gameplay data.",
"nothing for " + std::to_string((now_ - g.last_packet) / 1000000) + " s; " + transport_.link_report(g.member.id));
}
for (auto note : transport_.take_direct_notes()) {
while (!note.empty() && (note.back() == '\n' || note.back() == '\r')) note.pop_back();
log_("[direct] " + note);
}
// Steam's relay network, whenever what it says of itself changes: every connection goes
// through it, and joins time out while it is not ready.
if (now_ >= next_relay_check_) {
next_relay_check_ = now_ + 10000000;
if (auto status = transport_.relay_status(); status != relay_status_) {
log_("[steam] Relay network: " + status);
relay_status_ = std::move(status);
}
}
// Every half minute, what was sent and received in it (net).
if (now_ >= traffic_mark_ + 30000000) {
const auto roll = [](Counted &c) {
for (std::size_t i = 0; i < c.total.out.size(); ++i) {
c.last.out[i] = c.total.out[i] - c.mark.out[i];
c.last.in[i] = c.total.in[i] - c.mark.in[i];
}
c.last.snapshots = c.total.snapshots - c.mark.snapshots;
c.mark = c.total;
};
roll(traffic_);
for (auto &[id, guest] : guests_) roll(guest->traffic);
traffic_window_us_ = traffic_mark_ ? now_ - traffic_mark_ : 0;
traffic_mark_ = now_;
}
// In a crowd, how far the full and half pose rates reach for each player (crowd_limits).
if (now_ >= next_crowd_) {
next_crowd_ = now_ + 500000;
std::vector<float> squared;
for (auto &[id, guest] : guests_) {
auto &g = *guest;
g.crowd = {};
if (!g.latest_root || !config_.crowd_budget || guests_.size() * config_.tps <= config_.crowd_budget) continue;
squared.clear();
for (const auto &[other_id, other] : guests_) {
if (other_id == id || !other->handshaken || !other->world_ready) continue;
float distance{};
if (other->latest_root)
for (unsigned i = 0; i < 3; ++i) {
const auto d = g.latest_root->position[i] - other->latest_root->position[i];
distance += d * d;
}
squared.push_back(distance); // not placed yet: counted as beside them
}
g.crowd = crowd_limits(squared, config_.tps, config_.crowd_budget);
}
}
tick_parties();
// Once a minute while anyone is on: how the connections are doing as a whole. A queue that
// grows with the player count, or sends that fail, is the server not getting data out.
if (config_.activity_log && now_ >= next_network_log_ && !guests_.empty()) {
next_network_log_ = now_ + 60000000;
const auto &net = transport_.status();
if (net.telemetry)
log_("[network] " + std::to_string(guests_.size()) + " players, " + std::to_string(static_cast<int>(net.outgoing_bps / 1024.f + .5f)) +
" KB/s out, " + std::to_string(static_cast<int>(net.incoming_bps / 1024.f + .5f)) + " KB/s in, worst ping " +
std::to_string(net.ping_ms) + " ms, " + std::to_string(net.pending_bytes / 1024) + " KB queued (longest " +
std::to_string(net.queue_us / 1000) + " ms), " + std::to_string(net.send_failures) + " failed sends, " +
std::to_string(net.skipped) + " skipped, " + std::to_string(net.dropped) + " dropped | loop " + loop_report());
}
if (roster_dirty_ || now_ - last_roster_ > 2000000) send_roster();
for (auto &[id, guest] : guests_)
if (guest->handshaken) {
if (is_admin(id) && guest->bans_sent != bans_revision_) send_bans(*guest);
// Admins pick maps from it; with map votes on, everyone completes /vote map from it.
if (!guest->maps_sent && (is_admin(id) || config_.votes.map.enabled)) send_maps(*guest);
}
const bool loading = std::any_of(guests_.begin(), guests_.end(),
[](const auto &g) { return g.second->handshaken && !g.second->world_ready; });
if (world_ > 1 && (loading || !last_world_state_) && (!last_world_state_ || now_ - last_world_state_ >= 1000000))
send_world_state();
if (travel_started_ && !loading) {
travel_started_ = 0;
log_("Everyone has loaded " + map_name() + ".");
}
sync_objects();
activity_.tick(now_);
if (std::exchange(vote_recount_, false)) check_vote(false);
if (vote_ && now_ >= vote_->ends) check_vote(true);
// A finished vote has been shown long enough.
if (!vote_ && vote_shown_.id && now_ >= vote_shown_until_) {
vote_shown_ = {};
roster_dirty_ = true;
}
tick_rotation();
tick_announcements();
remove_away();
std::erase_if(vote_cooldowns_, [&](const auto &entry) { return now_ >= entry.second; });
join_backoff_.prune(now_);
}
} // namespace dingosdk::server