Binato/server/serverHandler.js

359 lines
12 KiB
JavaScript

const osu = require("osu-packet"),
fs = require("fs"),
consoleHelper = require("../consoleHelper.js"),
packetIDs = require("./packetIDs.js"),
loginHandler = require("./loginHandler.js"),
parseUserData = require("./util/parseUserData.js"),
User = require("./User.js"),
getUserFromToken = require("./util/getUserByToken.js"),
getUserById = require("./util/getUserById.js"),
bakedResponses = require("./bakedResponses.js"),
Streams = require("./Streams.js"),
DatabaseHelperClass = require("./DatabaseHelper.js"),
funkyArray = require("./util/funkyArray.js"),
config = require("../config.json");
// Users funkyArray for session storage
global.users = new funkyArray();
// Add the bot user
global.botUser = global.users.add("bot", new User(3, "SillyBot", "bot"));
// Set the bot's position on the map
global.botUser.location[0] = 50;
global.botUser.location[1] = -32;
global.DatabaseHelper = new DatabaseHelperClass(config.databaseAddress, config.databasePort, config.databaseUsername, config.databasePassword, config.databaseName);
async function subscribeToChannel(channelName = "", callback = function(message) {}) {
// Dup and connect new client for channel subscription (required)
const scoreSubmitUpdateClient = global.promClient.duplicate();
await scoreSubmitUpdateClient.connect();
// Subscribe to channel
await scoreSubmitUpdateClient.subscribe(channelName, callback);
consoleHelper.printBancho(`Subscribed to ${channelName} channel`);
}
// Do redis if it's enabled
if (config.redisEnabled) {
(async () => {
const { createClient } = require("redis");
global.promClient = createClient({
url: `redis://${config.redisPassword.replaceAll(" ", "") == "" ? "" : `${config.redisPassword}@`}${config.redisAddress}:${config.redisPort}/${config.redisDatabase}`
});
global.promClient.on('error', e => consoleHelper.printBancho(e));
const connectionStartTime = Date.now();
await global.promClient.connect();
consoleHelper.printBancho(`Connected to redis server. Took ${Date.now() - connectionStartTime}ms`);
// Score submit update channel
subscribeToChannel("binato:update_user_stats", (message) => {
// Update user info
getUserById(parseInt(message)).updateUserInfo(true);
});
})();
} else consoleHelper.printWarn("Redis is disabled!");
// User timeout interval
setInterval(() => {
for (let User of global.users.getIterableItems()) {
if (User.id == 3) continue; // Ignore the bot
// Bot: :(
// Logout this user, they're clearly gone.
if (Date.now() >= User.timeoutTime)
Logout(User);
}
}, 10000);
// An array containing the last 15 messages in chat
global.chatHistory = [];
global.addChatMessage = function(msg) {
if (global.chatHistory.length == 15) {
global.chatHistory.splice(0, 1);
global.chatHistory.push(msg);
} else {
global.chatHistory.push(msg);
}
}
global.StreamsHandler = new Streams();
// An array containing all chat channels
global.channels = [
{ channelName:"#osu", channelTopic:"The main channel", channelUserCount: 0, locked: false },
{ channelName:"#userlog", channelTopic:"Log about stuff doing go on yes very", channelUserCount: 0, locked: false },
{ channelName:"#lobby", channelTopic:"Talk about multiplayer stuff", channelUserCount: 0, locked: false },
{ channelName:"#english", channelTopic:"Talk in exclusively English", channelUserCount: 0, locked: false },
{ channelName:"#japanese", channelTopic:"Talk in exclusively Japanese", channelUserCount: 0, locked: false },
];
// Create a stream for each chat channel
for (let i = 0; i < global.channels.length; i++) {
global.StreamsHandler.addStream(global.channels[i].channelName, false);
}
// Add a stream for the multiplayer lobby
global.StreamsHandler.addStream("multiplayer_lobby", false);
if (!fs.existsSync("tHMM.ds")) fs.writeFileSync("tHMM.ds", "0");
global.totalHistoricalMultiplayerMatches = parseInt(fs.readFileSync("tHMM.ds").toString());
global.getAndAddToHistoricalMultiplayerMatches = function() {
global.totalHistoricalMultiplayerMatches++;
fs.writeFile("tHMM.ds", `${global.totalHistoricalMultiplayerMatches}`, () => {});
return global.totalHistoricalMultiplayerMatches;
}
// Include packets
const ChangeAction = require("./Packets/ChangeAction.js"),
SendPublicMessage = require("./Packets/SendPublicMessage.js"),
Logout = require("./Packets/Logout.js"),
Spectator = require("./Spectator.js"),
SendPrivateMessage = require("./Packets/SendPrivateMessage.js"),
MultiplayerManager = require("./MultiplayerManager.js"),
SetAwayMessage = require("./Packets/SetAwayMessage.js"),
ChannelJoin = require("./Packets/ChannelJoin.js"),
ChannelPart = require("./Packets/ChannelPart.js"),
AddFriend = require("./Packets/AddFriend.js"),
RemoveFriend = require("./Packets/RemoveFriend.js"),
UserPresenceBundle = require("./Packets/UserPresenceBundle.js"),
UserPresence = require("./Packets/UserPresence.js"),
UserStatsRequest = require("./Packets/UserStatsRequest.js"),
MultiplayerInvite = require("./Packets/MultiplayerInvite.js"),
TourneyMatchSpecialInfo = require("./Packets/TourneyMatchSpecialInfo.js"),
TourneyMatchJoinChannel = require("./Packets/TourneyMatchSpecialInfo.js"),
TourneyMatchLeaveChannel = require("./Packets/TourneyLeaveMatchChannel.js");
// A class for managing everything multiplayer
global.MultiplayerManager = new MultiplayerManager();
module.exports = async function(req, res) {
// Get the client's token string and request data
const requestTokenString = req.header("osu-token"),
requestData = req.packet;
// Server's response
let responseData;
// Check if the user is logged in
if (requestTokenString == null) {
// Client doesn't have a token yet, let's auth them!
const userData = parseUserData(requestData);
consoleHelper.printBancho(`New client connection. [User: ${userData.username}]`);
await loginHandler(req, res, userData);
} else {
// Client has a token, let's see what they want.
try {
// Get the current user
const PacketUser = getUserFromToken(requestTokenString);
// Make sure the client's token isn't invalid
if (PacketUser != null) {
// Update the session timeout time
PacketUser.timeoutTime = Date.now() + 60000;
// Create a new osu! packet reader
const osuPacketReader = new osu.Client.Reader(requestData);
// Parse current bancho packet
const PacketData = osuPacketReader.Parse();
// Go through each packet sent by the client
PacketData.forEach(CurrentPacket => {
switch (CurrentPacket.id) {
case packetIDs.client_changeAction:
ChangeAction(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_sendPublicMessage:
SendPublicMessage(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_logout:
Logout(PacketUser);
break;
case packetIDs.client_requestStatusUpdate:
UserPresenceBundle(PacketUser);
break;
case packetIDs.client_pong: // Pretty sure this is just a client ping
// so we probably don't do anything here
break; // It's probably just the client wanting to pull data down. (That's exactly what it is)
case packetIDs.client_startSpectating:
Spectator.startSpectatingUser(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_spectateFrames:
Spectator.sendSpectatorFrames(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_stopSpectating:
Spectator.stopSpectatingUser(PacketUser);
break;
case packetIDs.client_sendPrivateMessage:
SendPrivateMessage(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_joinLobby:
global.MultiplayerManager.userEnterLobby(PacketUser);
break;
case packetIDs.client_partLobby:
global.MultiplayerManager.userLeaveLobby(PacketUser);
break;
case packetIDs.client_createMatch:
global.MultiplayerManager.createMultiplayerMatch(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_joinMatch:
global.MultiplayerManager.joinMultiplayerMatch(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchChangeSlot:
PacketUser.currentMatch.moveToSlot(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchReady:
PacketUser.currentMatch.setStateReady(PacketUser);
break;
case packetIDs.client_matchChangeSettings:
PacketUser.currentMatch.updateMatch(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchNotReady:
PacketUser.currentMatch.setStateNotReady(PacketUser);
break;
case packetIDs.client_partMatch:
global.MultiplayerManager.leaveMultiplayerMatch(PacketUser);
break;
// Also handles user kick if the slot has a user
case packetIDs.client_matchLock:
PacketUser.currentMatch.lockMatchSlot(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchNoBeatmap:
PacketUser.currentMatch.missingBeatmap(PacketUser);
break;
case packetIDs.client_matchSkipRequest:
PacketUser.currentMatch.matchSkip(PacketUser);
break;
case packetIDs.client_matchHasBeatmap:
PacketUser.currentMatch.notMissingBeatmap(PacketUser);
break;
case packetIDs.client_matchTransferHost:
PacketUser.currentMatch.transferHost(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchChangeMods:
PacketUser.currentMatch.updateMods(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchStart:
PacketUser.currentMatch.startMatch();
break;
case packetIDs.client_matchLoadComplete:
PacketUser.currentMatch.matchPlayerLoaded(PacketUser);
break;
case packetIDs.client_matchComplete:
PacketUser.currentMatch.onPlayerFinishMatch(PacketUser);
break;
case packetIDs.client_matchScoreUpdate:
PacketUser.currentMatch.updatePlayerScore(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_matchFailed:
PacketUser.currentMatch.matchFailed(PacketUser);
break;
case packetIDs.client_matchChangeTeam:
PacketUser.currentMatch.changeTeam(PacketUser);
break;
case packetIDs.client_channelJoin:
ChannelJoin(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_channelPart:
ChannelPart(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_setAwayMessage:
SetAwayMessage(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_friendAdd:
AddFriend(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_friendRemove:
RemoveFriend(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_userStatsRequest:
UserStatsRequest(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_specialMatchInfoRequest:
TourneyMatchSpecialInfo(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_specialJoinMatchChannel:
TourneyMatchJoinChannel(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_specialLeaveMatchChannel:
TourneyMatchLeaveChannel(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_invite:
MultiplayerInvite(PacketUser, CurrentPacket.data);
break;
case packetIDs.client_userPresenceRequest:
UserPresence(PacketUser, PacketUser.id); // Can't really think of a way to generalize this?
break;
default:
// Ignore client_beatmapInfoRequest and client_receiveUpdates
if (CurrentPacket.id == 68 || CurrentPacket.id == 79) break;
// Print out unimplemented packet
console.dir(CurrentPacket);
break;
}
});
responseData = PacketUser.queue
PacketUser.clearQueue();
} else {
// User's token is invlid, force a reconnect
consoleHelper.printBancho(`Forced client re-login (Token is invalid)`);
responseData = bakedResponses("reconnect");
}
} catch (e) {
console.error(e);
} finally {
// Only send the headers that we absolutely have to
res.removeHeader('X-Powered-By');
res.removeHeader('Date');
res.writeHead(200, {
"Connection": "keep-alive",
"Keep-Alive": "timeout=5, max=100",
});
// Send the prepared packet(s) to the client
res.end(responseData);
}
}
};