Binato/server/serverHandler.js
2020-09-02 12:17:22 +01:00

291 lines
No EOL
12 KiB
JavaScript

const osu = require("osu-packet"),
fs = require("fs"),
packetIDs = require("./packetIDs.json"),
loginHandler = require("./loginHandler.js"),
parseUserData = require("./util/parseUserData.js"),
userManager = require("./userManager.js"),
User = require("./User.js"),
bakedResponses = require("./bakedResponses.js"),
Streams = require("./Streams.js");
global.users = [
new User(3, "SillyBot", "SillyBot", new Date().getTime())
];
// Start a loop that gets new data for users from the database for use on the user panel
// TODO: Some way of informing bancho that a user has set a score so details can be pulled down quickly
// Possible solution, TCP socket between the score submit server and bancho? redis? (score submit is on a different server, redis probably wouldn't work)
setInterval(() => {
for (let i = 0; i < global.users.length; i++) {
const User = global.users[i];
if (User.id == 3) continue; // Ignore the bot
// Bot: :(
User.getNewUserInformationFromDatabase();
}
}, 10000);
// Set the bot's position on the map
global.users[0].location[0] = 50;
global.users[0].location[1] = -32;
// An array containing all currently active multiplayer matches
global.matches = [];
// An array containing the last 15 messages in chat
// TODO: Bother making this
global.chatHistory = [];
global.StreamsHandler = new Streams();
// An array containing all chat channels
// TODO: Send user chat channels and not have osu! crash
global.channels = [
{ channelName:"#osu", channelTopic:"The main channel", channelUserCount: 0 },
{ channelName:"#userlog", channelTopic:"Log about stuff doing go on yes very", channelUserCount: 0 },
{ channelName:"#lobby", channelTopic:"Talk about multiplayer stuff", channelUserCount: 0 },
{ channelName:"#english", channelTopic:"Talk in exclusively English", channelUserCount: 0 },
{ channelName:"#japanese", channelTopic:"Talk in exclusively Japanese", channelUserCount: 0 },
];
// 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);
// Start stream checking interval
global.StreamsHandler.streamChecker(5000);
// Server stats
global.usersOnline = 0;
global.multiplayerMatches = [0, 0]
global.httpRequestsPerLogInterval = 0;
const logInterval = 10; // Secs
setInterval(() => {
global.usersOnline = (global.users.length - 1);
global.multiplayerMatches = [global.matches.length, 0]; // TODO: Respect private matches
fs.appendFile(
"server-stats.log",
`${global.usersOnline}|${global.multiplayerMatches[0]},${global.multiplayerMatches[1]}|${global.httpRequestsPerLogInterval}|${new Date().getTime()}@`,
() => { }
);
global.usersOnline = 0;
global.multiplayerMatches = [0, 0];
global.httpRequestsPerLogInterval = 0;
}, logInterval * 1000);
// 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"),
Multiplayer = require("./Multiplayer.js"),
ChannelPart = require("./Packets/ChannelPart.js"),
UserPresenceBundle = require("./Packets/UserPresenceBundle.js"),
UserPresence = require("./Packets/UserPresence.js"),
UserStatsRequest = require("./Packets/UserStatsRequest.js"),
MultiplayerInvite = require("./Packets/MultiplayerInvite.js");
module.exports = function(req, res) {
// Add to requests for logging
global.httpRequestsPerLogInterval++;
// Get the client's token string and request data
const requestTokenString = req.header("osu-token"),
requestData = req.packet;
// Server's response & new client token
let responseTokenString = "",
responseData = new Buffer.alloc(0);
// 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);
global.consoleHelper.printBancho(`New client connection. [User: ${userData.username}]`);
loginHandler(req, res, userData);
} else {
// Client has a token, let's see what they want.
try {
// Get the current user
const userClass = userManager.getUserFromToken(requestTokenString);
// Make sure the client's token isn't invalid
if (userClass != null) {
// Create a new osu! packet reader
const osuPacketReader = new osu.Client.Reader(requestData);
// Parse current bancho packet
const PacketData = osuPacketReader.Parse();
// Loop through parsed packet data
for (let i = 0; i < PacketData.length; i++) {
// Get current packet
let CurrentPacket = PacketData[i];
// Create a new bancho packet writer per packet
const osuPacketWriter = new osu.Bancho.Writer;
switch (CurrentPacket.id) {
case packetIDs.client_changeAction:
ChangeAction(userClass, CurrentPacket.data);
break;
case packetIDs.client_sendPublicMessage:
SendPublicMessage(CurrentPacket, userClass);
break;
case packetIDs.client_logout:
Logout(userClass);
break;
case packetIDs.client_requestStatusUpdate:
UserPresenceBundle(userClass);
break;
case packetIDs.client_pong:
break;
case packetIDs.client_startSpectating:
Spectator.startSpectatingUser(CurrentPacket.data, userClass);
break;
case packetIDs.client_spectateFrames:
Spectator.sendSpectatorFrames(userClass, CurrentPacket.data);
break;
case packetIDs.client_stopSpectating:
Spectator.stopSpectatingUser(userClass);
break;
case packetIDs.client_sendPrivateMessage:
SendPrivateMessage(CurrentPacket, userClass);
break;
case packetIDs.client_joinLobby:
Multiplayer.userEnterLobby(userClass);
break;
case packetIDs.client_createMatch:
Multiplayer.createMultiplayerMatch(userClass, CurrentPacket.data);
break;
case packetIDs.client_joinMatch:
Multiplayer.joinMultiplayerMatch(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchChangeSlot:
Multiplayer.moveToSlot(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchReady:
Multiplayer.setReadyState(userClass, true);
break;
case packetIDs.client_matchChangeSettings:
Multiplayer.updateMatch(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchNotReady:
Multiplayer.setReadyState(userClass, false);
break;
case packetIDs.client_partMatch:
Multiplayer.leaveMatch(userClass);
break;
case packetIDs.client_matchLock: // Also handles user kick
Multiplayer.kickPlayer(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchNoBeatmap:
Multiplayer.missingBeatmap(userClass, true);
break;
case packetIDs.client_matchHasBeatmap:
Multiplayer.missingBeatmap(userClass, false);
break;
case packetIDs.client_matchTransferHost:
Multiplayer.transferHost(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchChangeMods:
Multiplayer.updateMods(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchStart:
Multiplayer.startMatch(userClass);
break;
case packetIDs.client_matchLoadComplete:
Multiplayer.setPlayerLoaded(userClass);
break;
case packetIDs.client_matchComplete:
Multiplayer.onPlayerFinishMatch(userClass);
break;
case packetIDs.client_matchScoreUpdate:
Multiplayer.updatePlayerScore(userClass, CurrentPacket.data);
break;
case packetIDs.client_matchFailed:
break;
case packetIDs.client_channelJoin:
// TODO: Implement user channel joining
// Auto channel joining is already complete
break;
case packetIDs.client_channelPart:
ChannelPart(userClass, CurrentPacket.data);
break;
case packetIDs.client_userStatsRequest:
UserStatsRequest(userClass, CurrentPacket.data);
break;
case packetIDs.client_invite:
MultiplayerInvite(userClass, CurrentPacket.data);
break;
case packetIDs.client_userPresenceRequest:
UserPresence(userClass, userClass.id);
break;
default:
// Ignore client_beatmapInfoRequest and client_receiveUpdates
if (CurrentPacket.id == 68 || CurrentPacket.id == 79) break;
// Print out unimplemented packet
console.dir(CurrentPacket);
break;
}
// Put current user queue into response data
responseData = Buffer.concat([responseData, userClass.queue], responseData.length + userClass.queue.length);
userClass.clearQueue();
}
} else {
// User's token is invlid, force a reconnect
global.consoleHelper.printBancho(`Forced client re-login (Token is invalid)`);
responseData = bakedResponses("reconnect");
}
} catch (e) {
console.error(e);
} finally {
// Send the prepared packet to the client
res.writeHead(200, {
"cho-protocol": 19,
"Connection": "keep-alive",
"Keep-Alive": "timeout=5, max=100",
"Content-Type": "text/html; charset=UTF-8"
});
res.end(responseData);
}
}
};