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