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https://git.ngram.ca/OpenJam/rc-servers
synced 2026-08-23 23:08:52 +00:00
Don't revalidate client connection when client tries to revalidate game GUID, add more logging in this case of the client being glitchy
This commit is contained in:
@@ -599,43 +599,72 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
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}
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let player_info = player_info_opt.unwrap();
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let id = player_info.descriptor.player_id;
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let aliases = self.fakes_handler.get_client_ais().await.into_iter().find(|(key, _val)| *key == id).map(|(_key, val)| val).unwrap_or_default();
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log::info!("AIs running on new player {}: {:?}", id, aliases);
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let new_user = UserConnection {
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user,
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connection: UserSender {
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connection,
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sender,
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},
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aliases,
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};
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if self.custom_logic_handler.on_player_join(self, &new_user, player_info).await {
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//self.spawn_send_loading_events(&new_user, id, self.players_info.clone());
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let is_already_connected = self.users.read().await.contains_key(&id);
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if is_already_connected {
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log::warn!("Player {} (user {}) is trying to connect again to game {}, they're probably in a bad state (short-circuiting approval)", id, player_info.descriptor.public_id, game_guid);
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let mut users = self.users.write().await;
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let old_user = users.remove(&id).unwrap();
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let new_user = UserConnection {
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user,
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connection: UserSender {
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connection,
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sender,
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},
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aliases: old_user.aliases.clone(),
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};
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let new_user = std::sync::Arc::new(new_user);
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for fake_id in new_user.aliases.iter() {
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users.insert(*fake_id, new_user.clone());
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}
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crate::events::log_lnl_send_failure(new_user.connection.rlnl().send_data(
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&rlnl::events::ingame::PlayerId { player: id },
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rlnl::event_code::NetworkEvent::GameGuidValidated,
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literustlib::packet::Property::ReliableOrdered,
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&new_user.connection.connection
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).await);
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log::debug!("User {} is validated to play game {}", new_user.user.account_id(), game_guid);
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let new_user = std::sync::Arc::new(new_user);
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if let Err(e) = new_user.user.save_player_connected_status(self.game_guid(), true).await {
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log::error!("Failed to mark player {} (user {}) as connected to game {}: {}", id, user_id, self.game_guid(), e);
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}
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let mut users = self.users.write().await;
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let was_empty = users.is_empty();
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users.insert(id, new_user.clone());
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for fake_id in new_user.aliases.iter() {
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if let Some(player_desc) = self.user_descriptor(*fake_id) {
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if self.custom_logic_handler.on_player_join(self, &new_user, player_desc).await {
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users.insert(*fake_id, new_user.clone());
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}
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} else {
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log::warn!("Non-existent fake player id {} was encountered while connecting, ignoring", *fake_id);
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} else {
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let aliases = self.fakes_handler.get_client_ais().await.into_iter().find(|(key, _val)| *key == id).map(|(_key, val)| val).unwrap_or_default();
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log::info!("AIs running on new player {} in game {}: {:?}", id, game_guid, aliases);
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let new_user = UserConnection {
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user,
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connection: UserSender {
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connection,
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sender,
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},
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aliases,
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};
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if self.custom_logic_handler.on_player_join(self, &new_user, player_info).await {
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//self.spawn_send_loading_events(&new_user, id, self.players_info.clone());
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crate::events::log_lnl_send_failure(new_user.connection.rlnl().send_data(
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&rlnl::events::ingame::PlayerId { player: id },
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rlnl::event_code::NetworkEvent::GameGuidValidated,
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literustlib::packet::Property::ReliableOrdered,
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&new_user.connection.connection
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).await);
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log::debug!("User {} is validated to play game {}", new_user.user.account_id(), game_guid);
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let new_user = std::sync::Arc::new(new_user);
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if let Err(e) = new_user.user.save_player_connected_status(self.game_guid(), true).await {
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log::error!("Failed to mark player {} (user {}) as connected to game {}: {}", id, user_id, self.game_guid(), e);
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}
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}
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if was_empty {
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self.start_loading_sync_timeouter().await;
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let mut users = self.users.write().await;
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let was_empty = users.is_empty();
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users.insert(id, new_user.clone());
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for fake_id in new_user.aliases.iter() {
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if let Some(player_desc) = self.user_descriptor(*fake_id) {
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if self.custom_logic_handler.on_player_join(self, &new_user, player_desc).await {
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users.insert(*fake_id, new_user.clone());
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}else {
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log::info!("Fake player {} (for player {}) rejected by custom on_player_join logic in game {}", fake_id, id, game_guid);
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}
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} else {
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log::warn!("Non-existent fake player id {} (for player {}) was encountered while connecting to game {}, ignoring", *fake_id, id, game_guid);
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}
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}
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if was_empty {
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self.start_loading_sync_timeouter().await;
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}
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} else {
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log::info!("Player {} rejected by custom on_player_join logic in game {}", id, game_guid);
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}
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}
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response.send(None).unwrap_or_default();
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@@ -28,8 +28,8 @@ impl User {
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}
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}
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},
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UserState::Authenticated(_) => {
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log::warn!("User already authenticated, ignoring");
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UserState::Authenticated(info) => {
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log::warn!("User {} already authenticated, ignoring", info.user.account_id());
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true
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}
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}
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