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main.go
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package main
import (
"crypto/rand"
"encoding/binary"
"encoding/hex"
"fmt"
"io/ioutil"
"log"
"net"
"path/filepath"
"runtime"
"strconv"
"strings"
)
type Entity struct {
ID int
Pos [3]float64 // X, Y, Z
State string
}
type ClientState struct {
addr *net.UDPAddr
readyForSnapshots bool
}
type ServerConfig struct {
Map string
MaxPlayers int
ServerName string
GameType string
MapRotate []string
}
var serverConfig ServerConfig
var clients = make(map[string]*ClientState)
func main() {
if err := loadGameConfigs("./config"); err != nil {
log.Fatalf("Error when loading configuration: %v", err)
}
addr := net.UDPAddr{
Port: 28960,
IP: net.ParseIP("0.0.0.0"),
}
conn, err := net.ListenUDP("udp", &addr)
if err != nil {
log.Fatalf("Error when creating UDP server: %v", err)
}
defer conn.Close()
log.Printf("UDP serveur started on %v", conn.LocalAddr())
clientAddresses := make([]*net.UDPAddr, 0, len(clients))
for _, client := range clients {
if client.readyForSnapshots {
clientAddresses = append(clientAddresses, client.addr)
}
}
entities := []Entity{
{ID: 1, Pos: [3]float64{100.0, 200.0, 300.0}, State: "active"},
}
go func() {
clientAddresses := make([]*net.UDPAddr, 0, len(clients))
for _, client := range clients {
clientAddresses = append(clientAddresses, client.addr)
}
sendRegularSnapshots(conn, clientAddresses, entities)
}()
for {
handleClient(conn)
}
}
func loadServerConfig(configPath string) (ServerConfig, error) {
var config ServerConfig
content, err := ioutil.ReadFile(configPath)
if err != nil {
return config, err
}
lines := strings.Split(string(content), "\n")
for _, line := range lines {
parts := strings.SplitN(line, ": ", 2)
if len(parts) != 2 {
continue
}
key, value := parts[0], parts[1]
switch key {
case "map":
config.Map = value
case "maxPlayers":
config.MaxPlayers, _ = strconv.Atoi(value)
case "serverName":
config.ServerName = value
case "gameType":
config.GameType = value
case "mapRotate":
config.MapRotate = strings.Split(value, ", ")
}
}
return config, nil
}
func loadGameConfigs(configPath string) error {
files, err := ioutil.ReadDir(configPath)
if err != nil {
return err
}
for _, file := range files {
filePath := filepath.Join(configPath, file.Name())
_, err := ioutil.ReadFile(filePath)
if err != nil {
log.Printf("Error when reading file %s: %v", filePath, err)
continue
}
log.Printf("Config sucessfully loaded %s", filePath)
}
return nil
}
func handleGetChallenge(conn *net.UDPConn, clientAddr *net.UDPAddr) {
challengeResponse := generateChallengeResponse()
_, err := conn.WriteToUDP([]byte(challengeResponse), clientAddr)
if err != nil {
log.Printf("Erreur when sending challenge response: %v", err)
} else {
log.Printf("Response challenge successfully sent%v", clientAddr)
}
}
func handleConnectRequest(conn *net.UDPConn, clientAddr *net.UDPAddr, receivedData string) {
log.Printf("Error when connecting %v", clientAddr)
connectResponse := "\xff\xff\xff\xffconnectResponse\n"
connectResponse += "sessionid=unique_session_id;map=nom_de_la_carte;status=ok;"
_, err := conn.WriteToUDP([]byte(connectResponse), clientAddr)
if err != nil {
log.Printf("Error when sending connexion response: %v", err)
return
}
log.Println("Success sending connexion")
clientKey := clientAddr.String()
client, exists := clients[clientKey]
if !exists {
client = &ClientState{addr: clientAddr, readyForSnapshots: false}
clients[clientKey] = client
}
sendConfigStrings(conn, clientAddr)
sendGameState(conn, clientAddr, client)
}
func generateChallengeResponse() string {
var b [8]byte
_, err := rand.Read(b[:])
if err != nil {
log.Fatal(err)
}
token := binary.BigEndian.Uint64(b[:])
return fmt.Sprintf("\xff\xff\xff\xffchallengeResponse %d", token)
}
func isAckPacket(data string) bool {
return strings.Contains(data, "ack")
}
func handleAck(conn *net.UDPConn, clientAddr *net.UDPAddr) {
log.Println("ACK reçu du client, envoi de l'état du jeu...")
gameState := "\xff\xff\xff\xffgamestate map=mp_harbor;gametype=dm;"
/* gameState += "map=mp_harbor;gametype=dm;" */
_, err := conn.WriteToUDP([]byte(gameState), clientAddr)
if err != nil {
log.Printf("Error when sending gamestate: %v", err)
runtime.Breakpoint()
} else {
log.Println("handleAck : Gamestate sent to client")
clientKey := clientAddr.String()
if client, exists := clients[clientKey]; exists {
client.readyForSnapshots = true
} else {
clients[clientKey] = &ClientState{addr: clientAddr, readyForSnapshots: true}
}
}
}
func sendGameState(conn *net.UDPConn, clientAddr *net.UDPAddr, client *ClientState) {
log.Println("Sending gamestate to the client", clientAddr)
sendConfigStrings(conn, clientAddr)
log.Println("Sending baseline to the client", clientAddr)
client.readyForSnapshots = true
}
func handleStatusUpdate(conn *net.UDPConn, clientAddr *net.UDPAddr, receivedData string) {
sequenceNumber, err := parseSequenceNumber(receivedData)
if err != nil {
log.Printf("Error: %v", err)
return
}
log.Printf("Mise à jour d'état reçue de %v avec numéro de séquence: %d", clientAddr, sequenceNumber)
}
func parseSequenceNumber(data string) (int, error) {
var sequenceNumber int
if len(data) < 4 {
return 0, fmt.Errorf("paquet trop court")
}
sequenceNumber = int(binary.BigEndian.Uint32([]byte(data[0:4])))
return sequenceNumber, nil
}
func sendConfigStrings(conn *net.UDPConn, clientAddr *net.UDPAddr) {
configStrings := []string{
"mapname mp_harbor",
"gametype dm",
// Ajoutez d'autres configStrings ici
}
for _, configString := range configStrings {
packet := fmt.Sprintf("\xff\xff\xff\xffconfigString %s\n", configString)
if _, err := conn.WriteToUDP([]byte(packet), clientAddr); err != nil {
log.Printf("Error when sending configstring to the client %v: %v", clientAddr, err)
}
}
}
func handleClient(conn *net.UDPConn) {
buffer := make([]byte, 1024)
n, clientAddr, err := conn.ReadFromUDP(buffer)
if err != nil {
log.Printf("Error data client: %v", err)
return
}
log.Printf("Recipe %d octets from %v: %s", n, clientAddr, hex.EncodeToString(buffer[:n]))
receivedData := string(buffer[:n])
if strings.HasPrefix(receivedData, "\xff\xff\xff\xffgetchallenge") {
handleGetChallenge(conn, clientAddr)
} else if strings.HasPrefix(receivedData, "\xff\xff\xff\xffconnect") && n >= 136 {
handleConnectRequest(conn, clientAddr, receivedData)
} else if strings.HasPrefix(receivedData, "\xff\xff\xff\xffack") {
handleAck(conn, clientAddr)
} else if len(receivedData) == 16 {
handle16BytePacket(conn, clientAddr, buffer[:n])
} else {
handleStatusUpdate(conn, clientAddr, receivedData)
}
}
func handle16BytePacket(conn *net.UDPConn, clientAddr *net.UDPAddr, data []byte) {
sequenceNumber := binary.BigEndian.Uint32(data[:4])
log.Printf("Paquet de 16 octets reçu de %v avec numéro de séquence: %d", clientAddr, sequenceNumber)
}