extends Node ## Autoload "Net": the multiplayer layer (docs/MULTIPLAYER_PLAN.md). ## ## M2.1 covers the skeleton: a dedicated server, joining it, the identity ## handshake, name rules and the player list. Gameplay over the network ## follows in M2.2-M2.5; single-player still runs as before. ## ## Server: `godot --headless --path . -- --server [--port 24242] ## [--config user://server/server.json] [--server-name "..."] ## [--max-players 8] [--password ...]` ## Client: Net.join("host:port", password) from the title screen. ## ## Handshake (all reliable ENet over one UDP port): ## client -> server _c2s_hello {protocol, name, appearance, public_key, password} ## server -> client _s2c_challenge nonce (32 random bytes) ## client -> server _c2s_proof signature (nonce signed with the private key) ## server -> client _s2c_welcome {...} or _s2c_rejected reason ## Then the server tells everyone about joins and leaves. signal state_changed(state: String) ## offline | connecting | connected | server signal joined ## the server welcomed us signal join_failed(reason: String) signal left(reason: String) ## disconnected after joining signal players_changed const Identity = preload("res://scripts/net/identity.gd") const ServerConfig = preload("res://scripts/net/server_config.gd") const PROTOCOL := 1 const DEFAULT_PORT := 24242 const HANDSHAKE_TIMEOUT := 10.0 const JOIN_TIMEOUT := 12.0 var state := "offline" var dedicated := false ## started with --server var identity: RefCounted ## identity.gd (clients) var config: RefCounted ## server_config.gd (server) var server_info: Dictionary = {} ## the server's public settings (clients) ## Everyone on the server: peer id -> {"id", "name", "appearance", "admin"}. var players: Dictionary = {} var local_peer := 0 ## Test hooks (tests/net_bot.gd): sign with the wrong key, or claim another ## protocol version. var debug_forge := false var debug_protocol := 0 var debug_skip_name_check := false ## send a bad name anyway: the server must refuse it var _peer: ENetMultiplayerPeer var _pending: Dictionary = {} ## server: peer -> {"t": secs, "hello": {}, "nonce": bytes} var _reject_reason := "" var _join_left := 0.0 var _args: Dictionary = {} func _ready() -> void: _args = parse_args(OS.get_cmdline_user_args()) multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_disconnected.connect(_on_peer_disconnected) multiplayer.connected_to_server.connect(_on_connected) multiplayer.connection_failed.connect(_on_connection_failed) multiplayer.server_disconnected.connect(_on_server_disconnected) if _args.has("server"): dedicated = true _start_dedicated.call_deferred() # `--exit-with `: quit when that process is gone (test servers and # bots, so a crashed test never leaves them running). if _args.has("exit-with"): var parent := int(_args["exit-with"]) var t := Timer.new() t.wait_time = 1.0 t.autostart = true t.timeout.connect(func(): # (OS.is_process_running only works for our own children.) if OS.get_name() != "Windows" and OS.execute("kill", ["-0", str(parent)]) != 0: print("[net] parent process %d is gone, quitting" % parent) stop() get_tree().quit()) add_child(t) ## "--a=b", "--a b" and bare "--flag" all work. static func parse_args(args: PackedStringArray) -> Dictionary: var out := {} var i := 0 while i < args.size(): var a: String = args[i] if a.begins_with("--"): var k := a.trim_prefix("--") if k.contains("="): out[k.get_slice("=", 0)] = k.substr(k.find("=") + 1) elif i + 1 < args.size() and not args[i + 1].begins_with("--"): out[k] = args[i + 1] i += 1 else: out[k] = true i += 1 return out ## The local identity, loaded on first use (`--identity ` overrides). func get_identity() -> RefCounted: if identity == null: identity = Identity.open(String(_args.get("identity", Identity.DEFAULT_DIR))) return identity func _set_state(s: String) -> void: state = s state_changed.emit(s) func is_server() -> bool: return state == "server" # --- server ------------------------------------------------------------------- func _start_dedicated() -> void: var err := start_server(String(_args.get("config", ServerConfig.DEFAULT_PATH)), _args) if not err.is_empty(): printerr("[server] ", err) get_tree().quit(1) ## Opens the server. Returns "" on success, otherwise what went wrong. func start_server(config_path: String, overrides: Dictionary = {}) -> String: if state != "offline": return "Already %s" % state config = ServerConfig.open(config_path) var map := {"port": "port", "server-name": "server_name", "max-players": "max_players", "password": "password", "world": "world"} for flag in map: if overrides.has(flag): var v: Variant = overrides[flag] config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players"] else String(v) _peer = ENetMultiplayerPeer.new() var port := int(config.v("port")) # A few spare slots so a full server can still say "server is full". var err := _peer.create_server(port, int(config.v("max_players")) + 4) if err != OK: return "Couldn't open UDP port %d (error %d). Is another server already running on it?" % [port, err] multiplayer.multiplayer_peer = _peer multiplayer.server_relay = false # clients only ever talk to the server players.clear() _pending.clear() _set_state("server") print("[server] '%s' listening on UDP %d (max %d players%s). Config: %s" % [config.v("server_name"), port, int(config.v("max_players")), ", password set" if not String(config.v("password")).is_empty() else "", ProjectSettings.globalize_path(config.path)]) return "" func stop() -> void: if _peer != null: _peer.close() _peer = null multiplayer.multiplayer_peer = null players.clear() _pending.clear() server_info.clear() local_peer = 0 if state != "offline": _set_state("offline") func _on_peer_connected(id: int) -> void: if is_server(): _pending[id] = {"t": 0.0} func _on_peer_disconnected(id: int) -> void: if not is_server(): return _pending.erase(id) if players.has(id): var p: Dictionary = players[id] players.erase(id) print("[server] %s left (%d online)" % [p.name, players.size()]) _s2c_player_left.rpc(id) players_changed.emit() func _process(delta: float) -> void: if is_server(): for id in _pending.keys(): _pending[id].t += delta if _pending[id].t > HANDSHAKE_TIMEOUT: _reject(id, "Took too long to say hello") elif state == "connecting": _join_left -= delta if _join_left <= 0.0: _fail("No answer from the server") func _reject(peer: int, reason: String) -> void: _pending.erase(peer) print("[server] rejected peer %d: %s" % [peer, reason]) _s2c_rejected.rpc_id(peer, reason) # Let the message go out before hanging up. get_tree().create_timer(0.4).timeout.connect(func(): if _peer != null and is_server(): _peer.disconnect_peer(peer)) @rpc("any_peer", "call_remote", "reliable") func _c2s_hello(d: Dictionary) -> void: var peer := multiplayer.get_remote_sender_id() if not is_server() or not _pending.has(peer) or _pending[peer].has("hello"): return if int(d.get("protocol", 0)) != PROTOCOL: _reject(peer, "Different game version (server %d, you %d): update the game" % [PROTOCOL, int(d.get("protocol", 0))]) return var pw := String(config.v("password")) if not pw.is_empty() and String(d.get("password", "")) != pw: _reject(peer, "Wrong password") return var nonce := Crypto.new().generate_random_bytes(32) _pending[peer].hello = d _pending[peer].nonce = nonce _s2c_challenge.rpc_id(peer, nonce) @rpc("any_peer", "call_remote", "reliable") func _c2s_proof(sig: PackedByteArray) -> void: var peer := multiplayer.get_remote_sender_id() if not is_server() or not _pending.has(peer) or not _pending[peer].has("nonce"): return var hello: Dictionary = _pending[peer].hello var pem := String(hello.get("public_key", "")) if not Identity.verify(pem, _pending[peer].nonce, sig): _reject(peer, "Identity check failed") return var id := Identity.id_for(pem) var name := String(hello.get("name", "")) var why := _admission_problem(id, name) if not why.is_empty(): _reject(peer, why) return _pending.erase(peer) config.reserve_name(name, id) if config.data.admins.is_empty(): config.add_admin(id) # first player on a new server (MULTIPLAYER_PLAN.md ยง12) print("[server] %s is the first player, so they're now an admin" % name) var p := {"id": id, "name": name, "appearance": Identity.sanitize_appearance(hello.get("appearance", {})), "admin": config.is_admin(id)} players[peer] = p print("[server] %s joined (id %s%s, %d/%d online)" % [name, id, ", admin" if p.admin else "", players.size(), int(config.v("max_players"))]) _s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players}) for other in players: if other != peer: _s2c_player_joined.rpc_id(other, peer, p) players_changed.emit() ## Why player `id` calling themselves `name` can't come in ("" = they can). func _admission_problem(id: String, name: String) -> String: if id in config.data.banned: return "You're banned from this server" if not config.data.allowlist.is_empty() and not id in config.data.allowlist: return "You're not on this server's allowlist" for other in players.values(): if other.id == id: return "You're already connected from another game" var bad := Identity.name_problem(name) if not bad.is_empty(): return bad var owner: String = config.name_owner(name) if not owner.is_empty() and owner != id: return "The name '%s' is taken on this server: pick another" % name if players.size() >= int(config.v("max_players")): return "The server is full (%d/%d)" % [players.size(), int(config.v("max_players"))] return "" # --- client ------------------------------------------------------------------- ## Splits "host", "host:port" or "[v6]:port". Returns [host, port]. static func parse_address(a: String) -> Array: a = a.strip_edges() if a.begins_with("["): var close := a.find("]") var host := a.substr(1, close - 1) var rest := a.substr(close + 1) return [host, int(rest.trim_prefix(":")) if rest.begins_with(":") else DEFAULT_PORT] if a.count(":") == 1: var port := a.get_slice(":", 1) return [a.get_slice(":", 0), int(port) if port.is_valid_int() else DEFAULT_PORT] return [a, DEFAULT_PORT] ## Connects to a server. The outcome arrives as `joined` or `join_failed`. func join(address: String, password: String = "") -> void: if state != "offline": stop() var me := get_identity() var bad := Identity.name_problem(me.name) if not bad.is_empty() and not debug_skip_name_check: join_failed.emit("Set your name first (%s)" % bad.to_lower()) return var hp := parse_address(address) if String(hp[0]).is_empty(): join_failed.emit("Enter a server address") return _peer = ENetMultiplayerPeer.new() var err := _peer.create_client(hp[0], hp[1]) if err != OK: _peer = null join_failed.emit("Couldn't start connecting (error %d)" % err) return multiplayer.multiplayer_peer = _peer _reject_reason = "" _pending_password = password _join_left = JOIN_TIMEOUT me.last_server = address.strip_edges() me.save_profile() _set_state("connecting") var _pending_password := "" func leave() -> void: var was := state stop() if was == "connected": left.emit("You left the server") func _on_connected() -> void: var me := get_identity() _c2s_hello.rpc_id(1, {"protocol": debug_protocol if debug_protocol != 0 else PROTOCOL, "name": me.name, "appearance": me.appearance, "public_key": me.public_pem, "password": _pending_password}) @rpc("authority", "call_remote", "reliable") func _s2c_challenge(nonce: PackedByteArray) -> void: var sig: PackedByteArray = get_identity().sign(nonce) if debug_forge: var other := CryptoKey.new() other = Crypto.new().generate_rsa(2048) sig = Crypto.new().sign(HashingContext.HASH_SHA256, Identity._sha256(nonce), other) _c2s_proof.rpc_id(1, sig) @rpc("authority", "call_remote", "reliable") func _s2c_welcome(d: Dictionary) -> void: local_peer = int(d.you) server_info = d.server players.clear() for k in d.players: players[int(k)] = d.players[k] _set_state("connected") joined.emit() players_changed.emit() @rpc("authority", "call_remote", "reliable") func _s2c_rejected(reason: String) -> void: _reject_reason = reason @rpc("authority", "call_remote", "reliable") func _s2c_player_joined(peer: int, p: Dictionary) -> void: players[peer] = p players_changed.emit() @rpc("authority", "call_remote", "reliable") func _s2c_player_left(peer: int) -> void: players.erase(peer) players_changed.emit() func _fail(reason: String) -> void: stop() join_failed.emit(reason) func _on_connection_failed() -> void: _fail("Couldn't reach the server") func _on_server_disconnected() -> void: var was := state var reason := _reject_reason stop() if was == "connecting": join_failed.emit(reason if not reason.is_empty() else "The server hung up") else: left.emit(reason if not reason.is_empty() else "The server closed the connection") func _notification(what: int) -> void: if what == NOTIFICATION_WM_CLOSE_REQUEST or what == NOTIFICATION_PREDELETE: if _peer != null: _peer.close()