Cockatrice/libcockatrice_network/libcockatrice/network/server/remote/server.h
BruebachL 155f7b0143
[Servatrice] Relay room channel messages over ISL (#7480)
* [Servatrice] Relay room channel messages over ISL

* [Servatrice] Skip audit log for unknown ISL channel per review

- externalRoomSay drops messages for channels not in the local
  catalog, matching Server_Room::say, instead of logging what was
  never delivered

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-16 22:46:40 +02:00

295 lines
9.2 KiB
C++

#ifndef SERVER_H
#define SERVER_H
#include "server_player_reference.h"
#include <QList>
#include <QMap>
#include <QMultiMap>
#include <QMutex>
#include <QMutexLocker>
#include <QObject>
#include <QReadWriteLock>
#include <QString>
#include <QtGlobal>
#include <qtmetamacros.h>
class Server_DatabaseInterface;
class Server_Room;
class Server_ProtocolHandler;
class Server_AbstractUserInterface;
class IslMessage;
class SessionEvent;
class RoomEvent;
class ServerInfo_Game;
class ServerInfo_Room;
class Response;
class GameEventContainer;
class CommandContainer;
class Command_JoinGame;
class QThread;
class ServerInfo_User;
enum AuthenticationResult
{
NotLoggedIn,
PasswordRight,
UnknownUser,
WouldOverwriteOldSession,
UserIsBanned,
UsernameInvalid,
RegistrationRequired,
UserIsInactive,
ClientIdRequired,
PasswordChangeRequired
};
class Server : public QObject
{
Q_OBJECT
signals:
void pingClockTimeout();
void sigSendIslMessage(const IslMessage &message, int serverId);
void endSession(qint64 sessionId);
private slots:
void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
public:
mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
explicit Server(QObject *parent = nullptr);
~Server() override = default;
AuthenticationResult loginUser(Server_ProtocolHandler *session,
QString &name,
const QString &password,
bool passwordNeedsHash,
QString &reason,
int &secondsLeft,
QString &clientid,
QString &clientVersion,
QString &connectionType);
void broadcastUserInfoUpdate(Server_ProtocolHandler *source);
const QMap<int, Server_Room *> &getRooms()
{
return rooms;
}
Server_AbstractUserInterface *findUser(const QString &userName) const;
const QMap<QString, Server_ProtocolHandler *> &getUsers() const
{
return users;
}
const QMap<qint64, Server_ProtocolHandler *> &getUsersBySessionId() const
{
return usersBySessionId;
}
virtual QMap<QString, bool> getServerRequiredFeatureList() const
{
return QMap<QString, bool>();
}
void addClient(Server_ProtocolHandler *player);
void removeClient(Server_ProtocolHandler *player);
QList<QString> getOnlineModeratorList() const;
virtual QString getLoginMessage() const
{
return QString();
}
virtual SessionEvent *getLoginSessionEvent() const
{
return nullptr;
}
virtual QString getRequiredFeatures() const
{
return QString();
}
virtual bool permitUnregisteredUsers() const
{
return true;
}
virtual bool getGameShouldPing() const
{
return false;
}
virtual bool getClientIDRequiredEnabled() const
{
return false;
}
virtual bool getRegOnlyServerEnabled() const
{
return false;
}
virtual bool getMaxUserLimitEnabled() const
{
return false;
}
virtual bool getEnableLogQuery() const
{
return false;
}
virtual bool getStoreReplaysEnabled() const
{
return true;
}
virtual int getIdleClientTimeout() const
{
return 0;
}
virtual int getClientKeepAlive() const
{
return 0;
}
virtual int getMaxGameInactivityTime() const
{
return 9999999;
}
virtual int getMaxPlayerInactivityTime() const
{
return 9999999;
}
virtual int getMessageCountingInterval() const
{
return 0;
}
virtual int getMaxMessageCountPerInterval() const
{
return 0;
}
virtual int getMaxMessageSizePerInterval() const
{
return 0;
}
virtual int getMaxGamesPerUser() const
{
return -1;
}
virtual int getCommandCountingInterval() const
{
return 0;
}
virtual int getMaxCommandCountPerInterval() const
{
return 0;
}
virtual int getMaxUserTotal() const
{
return 9999999;
}
virtual int getServerID() const
{
return 0;
}
virtual bool permitCreateGameAsJudge() const
{
return false;
}
/// Called once per actual game start with how long bringing every player's
/// zones online took, so servers can spot deck sizes that wedge threads.
virtual void observeGameStartDurationMs(qint64 /* elapsedMs */)
{
}
/**
* @brief Record a failed login attempt for the (address, username) pair; returns true if now locked out.
*
* Keyed by pair so a successful login as one user cannot wipe out another
* user's failure history from the same address (e.g. a guest login or the
* attacker's own account clearing the way for further guessing).
*/
virtual bool recordFailedLogin(const QString & /*ipAddress*/, const QString & /*userName*/)
{
return false;
}
/**
* @brief True if the (address, username) pair is already locked out of logging in.
*
* Consulted before any authentication work (database round trip, password
* verification) so a blocked pair cannot burn server CPU per attempt.
*/
virtual bool isLoginRateLimited(const QString & /*ipAddress*/, const QString & /*userName*/)
{
return false;
}
/**
* @brief Seconds remaining before the login rate limit for the (address, username) pair lifts.
* Returns 0 if not limited.
*/
virtual int loginRateLimitRemainingSeconds(const QString & /*ipAddress*/, const QString & /*userName*/)
{
return 0;
}
/** @brief Clear any failed-login lockout for the (address, username) pair, e.g. after a successful login. */
virtual void clearFailedLogins(const QString & /*ipAddress*/, const QString & /*userName*/)
{
}
Server_DatabaseInterface *getDatabaseInterface() const;
int getNextLocalGameId()
{
QMutexLocker locker(&nextLocalGameIdMutex);
return ++nextLocalGameId;
}
void sendIsl_Response(const Response &item, int serverId = -1, qint64 sessionId = -1);
void sendIsl_SessionEvent(const SessionEvent &item, int serverId = -1, qint64 sessionId = -1);
void sendIsl_GameEventContainer(const GameEventContainer &item, int serverId = -1, qint64 sessionId = -1);
void sendIsl_RoomEvent(const RoomEvent &item, int serverId = -1, qint64 sessionId = -1);
void sendIsl_GameCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId, int playerId);
void sendIsl_RoomCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId);
const QMap<QString, Server_AbstractUserInterface *> &getExternalUsers() const
{
return externalUsers;
}
void addPersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
int getUsersCount() const;
int getGamesCount() const;
int getTCPUserCount() const
{
return tcpUserCount;
}
int getWebSocketUserCount() const
{
return webSocketUserCount;
}
private:
QMultiMap<QString, PlayerReference> persistentPlayers;
mutable QReadWriteLock persistentPlayersLock;
int nextLocalGameId, tcpUserCount, webSocketUserCount;
QMutex nextLocalGameIdMutex;
protected slots:
void externalUserJoined(const ServerInfo_User &userInfo);
void externalUserLeft(const QString &userName);
void externalRoomUserJoined(int roomId, const ServerInfo_User &userInfo);
void externalRoomUserLeft(int roomId, const QString &userName);
void externalRoomSay(int roomId, const QString &userName, const QString &message, const QString &channelId);
void externalRoomRemoveMessages(int roomId, const QString &userName, int amount);
void externalRoomGameListChanged(int roomId, const ServerInfo_Game &gameInfo);
void
externalJoinGameCommandReceived(const Command_JoinGame &cmd, int cmdId, int roomId, int serverId, qint64 sessionId);
void
externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId);
void externalGameEventContainerReceived(const GameEventContainer &cont, qint64 sessionId);
void externalResponseReceived(const Response &resp, qint64 sessionId);
virtual void doSendIslMessage(const IslMessage & /* msg */, int /* serverId */)
{
}
protected:
void prepareDestroy();
void setDatabaseInterface(Server_DatabaseInterface *_databaseInterface);
QList<Server_ProtocolHandler *> clients;
QMap<qint64, Server_ProtocolHandler *> usersBySessionId;
QMap<QString, Server_ProtocolHandler *> users;
QMap<qint64, Server_AbstractUserInterface *> externalUsersBySessionId;
QMap<QString, Server_AbstractUserInterface *> externalUsers;
QMap<int, Server_Room *> rooms;
QMap<QThread *, Server_DatabaseInterface *> databaseInterfaces;
void addRoom(Server_Room *newRoom);
};
#endif