Files
Emberwild/scripts/net/net.gd
Paul Bailey f62f71658f M2.1: dedicated server, joining, identity handshake, names, lobby
- Net autoload: headless dedicated server (--server) on UDP 24242 via ENet,
  server.json preferences (flags override per run, never saved), reserved
  names in names.json
- Identity: RSA-2048 key per install (Godot has no Ed25519), player id =
  key hash, challenge/response so ids can't be faked; profile with name
  and limited appearance (tunic, hair, beard)
- Server refuses bans, allowlist misses, duplicate logins, bad or taken
  names, wrong passwords, old protocol versions and a full server, each
  with a clear reason; first player on a new server becomes admin
- Title screen: Profile, Join Game, and a lobby with server info, rules
  and who's online
- test_net_lobby: real headless server + bot processes over UDP (38
  checks); --exit-with so test servers never outlive the test
2026-11-04 13:40:27 +00:00

370 lines
13 KiB
GDScript

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 <pid>`: 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 <dir>` 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 §12)
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()