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Add ENet option to disable server relaying.

It's useless when building fully authoritative servers, and prevents
various kinds of abuse.
This commit is contained in:
Fabio Alessandrelli
2019-11-26 17:21:19 +01:00
parent ef1008e53a
commit 7e592f9641
3 changed files with 57 additions and 27 deletions

View File

@@ -255,6 +255,10 @@ void NetworkedMultiplayerENet::poll() {
emit_signal("peer_connected", *new_id);
if (server) {
// Do not notify other peers when server_relay is disabled.
if (!server_relay)
break;
// Someone connected, notify all the peers available
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
@@ -287,31 +291,34 @@ void NetworkedMultiplayerENet::poll() {
if (!server) {
emit_signal("connection_failed");
}
} else {
if (server) {
// Someone disconnected, notify everyone else
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == *id)
continue;
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(*id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
} else {
emit_signal("server_disconnected");
close_connection();
return;
}
emit_signal("peer_disconnected", *id);
peer_map.erase(*id);
memdelete(id);
// Never fully connected.
break;
}
if (!server) {
// Client just disconnected from server.
emit_signal("server_disconnected");
close_connection();
return;
} else if (server_relay) {
// Server just received a client disconnect and is in relay mode, notify everyone else.
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == *id)
continue;
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(*id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
}
emit_signal("peer_disconnected", *id);
peer_map.erase(*id);
memdelete(id);
} break;
case ENET_EVENT_TYPE_RECEIVE: {
@@ -361,7 +368,13 @@ void NetworkedMultiplayerENet::poll() {
packet.from = *id;
if (target == 0) {
if (target == 1) {
// To myself and only myself
incoming_packets.push_back(packet);
} else if (!server_relay) {
// No other destination is allowed when server is not relaying
continue;
} else if (target == 0) {
// Re-send to everyone but sender :|
incoming_packets.push_back(packet);
@@ -398,9 +411,6 @@ void NetworkedMultiplayerENet::poll() {
enet_packet_destroy(packet.packet);
}
} else if (target == 1) {
// To myself and only myself
incoming_packets.push_back(packet);
} else {
// To someone else, specifically
ERR_CONTINUE(!peer_map.has(target));
@@ -827,6 +837,16 @@ bool NetworkedMultiplayerENet::is_always_ordered() const {
return always_ordered;
}
void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
ERR_FAIL_COND(active);
server_relay = p_enabled;
}
bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
return server_relay;
}
void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
@@ -847,11 +867,14 @@ void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
BIND_ENUM_CONSTANT(COMPRESS_NONE);
BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
@@ -865,6 +888,7 @@ NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
active = false;
server = false;
refuse_connections = false;
server_relay = true;
unique_id = 0;
target_peer = 0;
current_packet.packet = NULL;