Rework session validation to work through Connect packet

This commit is contained in:
puvvadar
2021-06-15 14:34:24 -07:00
parent adc09435f4
commit 2eca923694
3 changed files with 36 additions and 53 deletions
@@ -9,16 +9,13 @@
<Packet Name="Connect" Desc="Client connection packet, on success the server will reply with an Accept">
<Member Type="uint16_t" Name="networkProtocolVersion" Init="0" />
<Member Type="Multiplayer::LongNetworkString" Name="ticket" />
</Packet>
<Packet Name="Accept" Desc="Server accept packet">
<Member Type="Multiplayer::HostId" Name="hostId" Init="Multiplayer::InvalidHostId" />
<Member Type="Multiplayer::LongNetworkString" Name="map" />
</Packet>
<Packet Name="ValidateSession" Desc="Client validation packet, sends a ticket to the server for session verification">
<Member Type="Multiplayer::LongNetworkString" Name="ticket" />
</Packet>
<Packet Name="ReadyForEntityUpdates" Desc="Client confirming it is ready to receive entity updates">
<Member Type="bool" Name="readyForEntityUpdates" />
@@ -199,21 +199,10 @@ namespace Multiplayer
{
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
m_pendingConnectionTickets.push(config.m_playerSessionId);
AZStd::string hostname = config.m_dnsName.empty() ? config.m_ipAddress : config.m_dnsName;
const IpAddress ipAddress(hostname.c_str(), config.m_port, m_networkInterface->GetType());
ConnectionId connectionId = m_networkInterface->Connect(ipAddress);
AzNetworking::IConnection* connection = m_networkInterface->GetConnectionSet().GetConnection(connectionId);
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this, config.m_playerSessionId));
}
else
{
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetProviderTicket(config.m_playerSessionId);
}
connection->SendReliablePacket(MultiplayerPackets::ValidateSession(config.m_playerSessionId.c_str()));
m_networkInterface->Connect(ipAddress);
return true;
}
@@ -416,6 +405,22 @@ namespace Multiplayer
[[maybe_unused]] MultiplayerPackets::Connect& packet
)
{
// Validate our session with the provider if any
if (AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get() != nullptr)
{
AzFramework::PlayerConnectionConfig config;
config.m_playerConnectionId = aznumeric_cast<uint32_t>(connection->GetConnectionId());
config.m_playerSessionId = packet.GetTicket();
if(!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
{
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::TerminatedByUser, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
return true;
}
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->SetProviderTicket(packet.GetTicket().c_str());
}
if (connection->SendReliablePacket(MultiplayerPackets::Accept(InvalidHostId, sv_map)))
{
// Sync our console
@@ -441,31 +446,6 @@ namespace Multiplayer
return true;
}
bool MultiplayerSystemComponent::HandleRequest
(
[[maybe_unused]] AzNetworking::IConnection* connection,
[[maybe_unused]] const IPacketHeader& packetHeader,
[[maybe_unused]] MultiplayerPackets::ValidateSession& packet
)
{
// Validate our session with the provider if any
if (AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get() != nullptr)
{
AzFramework::PlayerConnectionConfig config;
config.m_playerConnectionId = aznumeric_cast<uint32_t>(connection->GetConnectionId());
config.m_playerSessionId = packet.GetTicket();
if(!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
{
connection->Disconnect(DisconnectReason::TerminatedByServer, TerminationEndpoint::Local);
return false;
}
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->SetProviderTicket(packet.GetTicket().c_str());
}
return true;
}
bool MultiplayerSystemComponent::HandleRequest
(
AzNetworking::IConnection* connection,
@@ -595,10 +575,16 @@ namespace Multiplayer
datum.m_isInvited = false;
datum.m_agentType = MultiplayerAgentType::Client;
AZStd::string providerTicket;
if (connection->GetConnectionRole() == ConnectionRole::Connector)
{
AZLOG_INFO("New outgoing connection to remote address: %s", connection->GetRemoteAddress().GetString().c_str());
connection->SendReliablePacket(MultiplayerPackets::Connect(0));
if (!m_pendingConnectionTickets.empty())
{
providerTicket = m_pendingConnectionTickets.front();
m_pendingConnectionTickets.pop();
}
connection->SendReliablePacket(MultiplayerPackets::Connect(0, providerTicket.c_str()));
}
else
{
@@ -628,7 +614,11 @@ namespace Multiplayer
{
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this));
connection->SetUserData(new ClientToServerConnectionData(connection, *this, providerTicket));
}
else
{
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetProviderTicket(providerTicket);
}
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
@@ -652,12 +642,7 @@ namespace Multiplayer
AZStd::string reasonString = ToString(reason);
AZLOG_INFO("%s due to %s from remote address: %s", endpointString, reasonString.c_str(), connection->GetRemoteAddress().GetString().c_str());
if (connection->GetConnectionRole() == ConnectionRole::Acceptor)
{
// The authority is shutting down its connection
m_shutdownEvent.Signal(m_networkInterface);
}
else if (GetAgentType() == MultiplayerAgentType::Client && connection->GetConnectionRole() == ConnectionRole::Connector)
if (GetAgentType() == MultiplayerAgentType::Client && connection->GetConnectionRole() == ConnectionRole::Connector)
{
// The client is disconnecting
m_clientDisconnectedEvent.Signal();
@@ -675,7 +660,7 @@ namespace Multiplayer
if (m_agentType == MultiplayerAgentType::DedicatedServer || m_agentType == MultiplayerAgentType::ClientServer)
{
if (AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get() != nullptr &&
connection->GetConnectionRole() == ConnectionRole::Connector)
connection->GetConnectionRole() == ConnectionRole::Acceptor)
{
AzFramework::PlayerConnectionConfig config;
config.m_playerConnectionId = aznumeric_cast<uint32_t>(connection->GetConnectionId());
@@ -686,7 +671,7 @@ namespace Multiplayer
// Signal to session management when there are no remaining players in a dedicated server for potential cleanup
// We avoid this for client server as the host itself is a user
if (m_agentType == MultiplayerAgentType::DedicatedServer && connection->GetConnectionRole() == ConnectionRole::Connector)
if (m_agentType == MultiplayerAgentType::DedicatedServer && connection->GetConnectionRole() == ConnectionRole::Acceptor)
{
if (AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get() != nullptr
&& m_networkInterface->GetConnectionSet().GetConnectionCount() == 0)
@@ -82,7 +82,6 @@ namespace Multiplayer
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::Connect& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::Accept& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ValidateSession& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ReadyForEntityUpdates& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::SyncConsole& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ConsoleCommand& packet);
@@ -147,6 +146,8 @@ namespace Multiplayer
ConnectionAcquiredEvent m_connAcquiredEvent;
ClientDisconnectedEvent m_clientDisconnectedEvent;
AZStd::queue<AZStd::string> m_pendingConnectionTickets;
AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
HostFrameId m_lastReplicatedHostFrameId = InvalidHostFrameId;