Removed Fill/ReadNetworkData

These functions needed to be replaced because they rely heavily on reliability.

Instead, new functions called (Write/Read)Data(Server/Client) will be added. 

Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
This commit is contained in:
juanjp600
2016-08-29 20:02:46 -03:00
parent a00ceb5b9f
commit af220dbc2a
28 changed files with 29 additions and 2297 deletions

View File

@@ -92,31 +92,7 @@ namespace Barotrauma
dictionary.Add(id, this);
}
/// <summary>
/// Writes the state of the entity into the message
/// </summary>
/// <param name="data">some data that was saved when the networkevent was created</param>
/// <returns>false if something went wrong when filling the message, true if the msg is ready to be sent</returns>
public virtual bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
{
return false;
}
/// <summary>
/// Updates the state of the entity based on the data in the message
/// </summary>
/// <param name="sendingTime"></param>
/// <param name="data"></param>
/// <returns>false if the message is not valid (client trying to change something they're not authorized to, corrupt data, etc) and should be ignored</returns>
public virtual bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
return false;
}
/// <summary>
/// Find an entity based on the ID
/// </summary>

View File

@@ -801,120 +801,6 @@ namespace Barotrauma
h.ID = (ushort)int.Parse(element.Attribute("ID").Value);
}
public override bool FillNetworkData(Networking.NetworkEventType type, NetBuffer message, object data)
{
message.WriteRangedSingle(MathHelper.Clamp(volume/FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 6);
message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
message.Write(fireSources.Count > 0);
if (fireSources.Count > 0)
{
message.Write((byte)fireSources.Count);
for (int i = 0; i < Math.Min(fireSources.Count, 16); i++)
{
var fireSource = fireSources[i];
Vector2 normalizedPos = new Vector2(
(fireSource.Position.X - rect.X) / rect.Width,
(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 4);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 4);
message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 6);
}
}
lastSentVolume = volume;
lastSentOxygen = OxygenPercentage;
return true;
}
public override bool ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
if (GameMain.Server != null) return false;
if (sendingTime < lastNetworkUpdate) return false;
float newVolume = this.volume;
float newOxygen = this.OxygenPercentage;
try
{
float newPercentage = message.ReadRangedSingle(0.0f, 1.5f, 6);
newVolume = newPercentage * FullVolume;
newOxygen = message.ReadRangedSingle(0.0f, 100.0f, 8);
}
catch (Exception e)
{
DebugConsole.Log("Failed to read network message for Hull {" + ID + "}! " + e.Message);
return false;
}
Volume = newVolume;
OxygenPercentage = newOxygen;
bool hasFireSources = message.ReadBoolean();
List<FireSource> newFireSources = new List<FireSource>();
if (hasFireSources)
{
int fireSourceCount = message.ReadByte();
for (int i = 0; i < fireSourceCount; i++)
{
Vector2 pos = Vector2.Zero;
float size = 0.0f;
pos.X = message.ReadRangedSingle(0.0f, 1.0f, 4);
pos.Y = message.ReadRangedSingle(0.0f, 1.0f, 4);
size = message.ReadRangedSingle(0.0f, 1.0f, 6);
if (!MathUtils.IsValid(pos)) continue;
pos.X = MathHelper.Clamp(pos.X, 0.05f, 0.95f);
pos.Y = MathHelper.Clamp(pos.Y, 0.05f, 0.95f);
pos = new Vector2(rect.X + rect.Width * pos.X, rect.Y - rect.Height + (rect.Height * pos.Y));
var existingFire = fireSources.Find(fs => fs.Contains(pos));
if (existingFire!=null)
{
newFireSources.Add(existingFire);
existingFire.Position = pos;
existingFire.Size = new Vector2(
existingFire.Hull == null ? size : size*existingFire.Hull.rect.Width,
existingFire.Size.Y);
}
else
{
var newFire = new FireSource(pos + Submarine.Position, this, true);
newFire.Size = new Vector2(
newFire.Hull == null ? size : size * newFire.Hull.rect.Width,
newFire.Size.Y);
//ignore if the fire wasn't added to this room (invalid position)?
if (!fireSources.Contains(newFire)) continue;
newFireSources.Add(newFire);
}
}
}
var toBeRemoved = fireSources.FindAll(fs => !newFireSources.Contains(fs));
for (int i = toBeRemoved.Count - 1; i >= 0; i--)
{
toBeRemoved[i].Remove(true);
}
fireSources = newFireSources;
lastNetworkUpdate = sendingTime;
return true;
}
}
}

View File

@@ -769,54 +769,6 @@ namespace Barotrauma
if (s.gap != null) s.gap.ConnectedWall = this;
}
}
public override bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
{
//var updateSections = Array.FindAll(sections, s => s != null && Math.Abs(s.damage - s.lastSentDamage) > 0.01f);
//if (updateSections.Length == 0) return false;
//Debug.Assert(updateSections.Length<255);
// message.Write((byte)updateSections.Length);
for (int i = 0; i < sections.Length; i++)
{
//if (Math.Abs(sections[i].damage - sections[i].lastSentDamage) < 0.01f) continue;
//message.Write((byte)i);
message.WriteRangedSingle(sections[i].damage / Health, 0.0f, 1.0f, 8);
sections[i].lastSentDamage = sections[i].damage;
}
return true;
}
public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
if (GameMain.Server != null) return false;
if (sendingTime < lastUpdate) return false;
// int sectionCount = message.ReadByte();
for (int i = 0; i<sections.Count(); i++)
{
//byte sectionIndex = message.ReadByte();
float damage = message.ReadRangedSingle(0.0f, 1.0f, 8) * Health;
//if (sectionIndex < 0 || sectionIndex >= sections.Length) continue;
SetDamage(i, damage);
}
lastUpdate = sendingTime;
return true;
}
}
}

View File

@@ -537,55 +537,6 @@ namespace Barotrauma
return closest;
}
public override bool FillNetworkData(Networking.NetworkEventType type, NetBuffer message, object data)
{
if (subBody == null) return false;
message.Write(subBody.Position.X);
message.Write(subBody.Position.Y);
message.Write(Velocity.X);
message.Write(Velocity.Y);
return true;
}
public override bool ReadNetworkData(Networking.NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
if (GameMain.Server != null) return false;
Vector2 newTargetPosition, newSpeed;
try
{
if (sendingTime <= lastNetworkUpdate) return false;
newTargetPosition = new Vector2(message.ReadFloat(), message.ReadFloat());
newSpeed = new Vector2(message.ReadFloat(), message.ReadFloat());
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("invalid network message", e);
#endif
return false;
}
if (!newSpeed.IsValid() || !newTargetPosition.IsValid()) return false;
//newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
subBody.TargetPosition = newTargetPosition;
subBody.Velocity = newSpeed;
lastNetworkUpdate = sendingTime;
return true;
}
//saving/loading ----------------------------------------------------
public bool Save()