netcode-revival: relay transport for the game's netcode (Phase 1b)
Some checks are pending
Lint & Format Check / Format Check (push) Waiting to run
Some checks are pending
Lint & Format Check / Format Check (push) Waiting to run
Route the game's own RakNet UDP through the ghost relay so real internet
peers can play, with the server as a pure relay/NAT stabilizer:
- XNetTransport: a rexglue relay client (joins the same relay + room as the
ghost client), a receive thread, and:
- SendGame(): wraps a datagram addressed to a virtual 10.80.0.x peer in a
relay Game payload and sends it OUTBOUND to the relay (no inbound
reachability / port forwarding needed).
- QuerySessions()/Sessions(): discovery - the room members that
XNetQosLookup reports to the game's session search.
- Receive injection: relayed Game payloads are pushed into the game's
registered sockets via XSocket::QueuePacket.
- XSocket: SendTo() to a virtual address routes through the transport;
RecvFrom() drains queued relayed packets first; sockets register with the
transport on Initialize.
- XNetQosLookup: queries the relay and returns the room's members as
discovered sessions (with their virtual addresses), signaling completion.
- XNetGetTitleXnAddr identity now shares one source of truth with the
transport (same 10.80.0.x).
Wire structs are minimal copies of the game's ghost protocol (kept
dependency-free); the relay's version check refuses mismatches.
This commit is contained in:
parent
767bd6e4bc
commit
bf3635d7ad
5 changed files with 598 additions and 34 deletions
161
include/rex/system/xnet_transport.h
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161
include/rex/system/xnet_transport.h
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/**
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* netcode-revival: relay transport for the game's own netcode.
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*
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* The game's RakNet sockets talk to peers at "virtual" addresses
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* (10.80.0.x, assigned per machine by the XNet layer). Real internet peers
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* are not reachable at those addresses, so this transport routes their UDP
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* through the ghost relay: a datagram to a virtual address is wrapped in a
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* relay Game payload and sent OUTBOUND to the relay, which forwards it to
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* the destination member's real socket (the server is a pure relay / NAT
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* stabilizer). Inbound Game payloads are injected into the game's sockets
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* via XSocket::QueuePacket, and XNetQosLookup discovers sessions by asking
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* the relay who else is in the room.
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*
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* The wire structs below are minimal copies of the main repo's
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* skate3_native_ghost_proto.h (deliberately kept dependency-free and
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* one-way: the SDK must not include game-side headers). If they ever
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* diverge, the relay's version check refuses the connection rather than
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* corrupting traffic.
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*/
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#pragma once
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#include <cstdint>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <unordered_set>
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#include <vector>
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namespace rex {
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namespace system {
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class XSocket;
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// Header of every relay datagram ("GHST" magic, little-endian type + size).
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// Must match kGhostMagic / PacketHeader in skate3_native_ghost_proto.h.
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struct XNetRelayHeader {
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uint32_t magic; // "GHST" little-endian
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uint8_t type;
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uint16_t payload_size;
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};
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// kTypeJoin payload. Must match JoinPayload.
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struct XNetRelayJoin {
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uint8_t version;
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uint8_t room_len;
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char room[8];
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uint8_t name_len;
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char name[16];
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uint32_t virtual_ip; // host-order 10.80.0.x
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};
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// kTypeGame payload. Must match GamePayload.
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struct XNetRelayGame {
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uint32_t dst_virtual_ip; // recipient (host order) or 0 = all room members
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uint32_t src_virtual_ip; // filled by the relay on forward (host order)
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uint16_t data_len;
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uint8_t data[1400];
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};
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// kTypeSessionReply payload. Must match SessionReplyPayload.
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struct XNetRelaySessionEntry {
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uint32_t session_id;
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uint32_t virtual_ip; // host order
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uint8_t name_len;
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char name[16];
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};
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struct XNetRelaySessionReply {
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uint8_t count;
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XNetRelaySessionEntry list[32];
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};
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// One discovered session (a member of our room).
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struct XNetSession {
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uint32_t session_id;
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uint32_t virtual_ip; // host order
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char name[16];
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uint8_t name_len;
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};
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class XNetTransport {
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public:
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static constexpr uint8_t kVersion = 5;
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static constexpr uint32_t kMagic = 0x54484753u; // "GHST" LE
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enum Type : uint8_t {
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kJoin = 1,
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kHello = 2,
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kGame = 10,
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kSessionQuery = 11,
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kSessionReply = 12,
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};
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static XNetTransport& Instance();
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// Configure the relay (host[:port], port) and the room to join. Idempotent;
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// a changed relay/room reconnects. Called by the game-side ghost client
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// when it (re)joins a room, so the game's netcode follows the same room.
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void SetRelay(const char* host, uint16_t port, const char* room);
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// True once the transport has successfully joined the relay.
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bool Active() const;
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// True when ip (host order) is in the virtual 10.80.0.x range.
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static bool IsVirtualIp(uint32_t host_order_ip);
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// Route one datagram to a virtual destination via the relay. Returns the
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// datagram length on accept, -1 when the transport is not active or the
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// destination is not a virtual address.
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int SendGame(const void* buf, uint32_t len, uint32_t dst_virtual_ip_host_order);
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// The local machine's virtual IP (host order) - mirrors XNetGetTitleXnAddr.
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static uint32_t LocalVirtualIp();
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// --- discovery (used by XNetQosLookup) ------------------------------------
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// Send a session query for our room; the reply lands asynchronously and is
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// surfaced by Sessions() once WaitForReply returns.
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void QuerySessions();
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// Block up to timeout_ms for a fresh session reply to arrive.
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void WaitForReply(int timeout_ms);
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std::vector<XNetSession> Sessions() const;
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// --- receive injection -----------------------------------------------------
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// A UDP socket the game expects inbound netcode datagrams on. Delivered
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// Game payloads are pushed into every registered socket via QueuePacket.
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void RegisterSocket(XSocket* s);
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void UnregisterSocket(XSocket* s);
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~XNetTransport();
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private:
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XNetTransport() = default;
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XNetTransport(const XNetTransport&) = delete;
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XNetTransport& operator=(const XNetTransport&) = delete;
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void Reconnect();
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void StopLocked();
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void Run();
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void HandlePacket(const uint8_t* data, int size);
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int64_t sock_ = -1; // native UDP socket to the relay (platform handle)
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// Resolved relay endpoint as raw bytes (sockaddr_in is 16 bytes on POSIX
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// and Windows); cast back in the .cpp. Kept byte-form so this public
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// header stays platform-independent.
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uint8_t relay_addr_[16] = {};
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bool relay_resolved_ = false;
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std::thread thread_;
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bool running_ = false;
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mutable std::mutex mu_;
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std::string host_;
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uint16_t port_ = 0;
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std::string room_;
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bool active_ = false;
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bool joined_ = false;
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uint64_t reply_seq_ = 0; // bumped by every SessionReply
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std::vector<XNetSession> sessions_;
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std::unordered_set<XSocket*> sockets_;
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};
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} // namespace system
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} // namespace rex
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@ -26,6 +26,7 @@
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#include <rex/system/kernel_state.h>
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#include <rex/system/xevent.h>
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#include <rex/system/xsocket.h>
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#include <rex/system/xnet_transport.h>
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#include <rex/system/xthread.h>
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#include <rex/system/xtypes.h>
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@ -160,7 +161,8 @@ const XnetIdentity& XnetLocalIdentity() {
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seed = seed * 6364136223846793005ULL + 1442695040888963407ULL;
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id.ab_enet[i] = uint8_t(seed >> 24);
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}
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id.virtual_ip = (10u << 24) | (80u << 16) | (0u << 8) | id.machine_id;
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// Single source of truth with the relay transport (same 10.80.0.x).
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id.virtual_ip = rex::system::XNetTransport::LocalVirtualIp();
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return id;
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}();
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return s_identity;
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@ -632,9 +634,10 @@ u32 NetDll_XNetQosListen_entry(u32 caller, mapped_void id, mapped_void data, u32
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return 0;
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}
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// netcode-revival: session search. Phase 0 reports zero discovered sessions
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// (the relay registry lands in Phase 1) but returns success and signals the
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// completion event so the game's search finishes instead of hanging.
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// netcode-revival: session search. Phase 1: ask the relay who else is in our
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// room and hand the discovered sessions to the game, then signal the
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// completion event. With no relay configured the search returns empty (the
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// game's flow completes cleanly).
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u32 NetDll_XNetQosLookup_entry(u32 caller, u32 cxna, mapped_void apxna, mapped_void apxnk,
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u32 cxnk, mapped_void apxnaResults, mapped_u32 apxnqosResults,
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mapped_void axnqosInfoResults, u32 dwTimeoutMs, u32 hEvent,
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@ -645,12 +648,47 @@ u32 NetDll_XNetQosLookup_entry(u32 caller, u32 cxna, mapped_void apxna, mapped_v
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(void)cxnk;
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(void)apxnaResults;
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(void)axnqosInfoResults;
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(void)dwTimeoutMs;
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(void)dwFlags;
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using rex::system::XNetTransport;
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std::vector<rex::system::XNetSession> sessions;
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if (XNetTransport::Instance().Active()) {
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// Ask the relay, wait up to ~500ms for the reply, then report members.
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XNetTransport::Instance().QuerySessions();
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XNetTransport::Instance().WaitForReply(500);
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sessions = XNetTransport::Instance().Sessions();
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}
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// Up to 8 discovered sessions (the game's XNQOS addresses array is 8).
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auto qos_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNQOS) + sizeof(XNQOSINFO) * 7);
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auto qos = REX_KERNEL_MEMORY()->TranslateVirtual<XNQOS*>(qos_guest);
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qos->count = qos->count_pending = 0;
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uint32_t n = 0;
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for (const auto& s : sessions) {
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if (n >= 8) {
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break;
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}
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if (!XNetTransport::IsVirtualIp(s.virtual_ip) || s.virtual_ip == XNetTransport::LocalVirtualIp()) {
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continue; // only real peers, not ourselves
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}
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// Each session's QoS info references the host's XNADDR (built from the
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// discovered virtual IP) as its QoS data.
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XNQOSINFO& info = qos->info[n];
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info.flags = 1; // XNET_QOS_FLAG_NONE equivalent - address present
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info.probes_xmit = 1;
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info.probes_recv = 1;
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info.data_len = sizeof(XNADDR);
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auto xnaddr_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNADDR));
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auto xnaddr = REX_KERNEL_MEMORY()->TranslateVirtual<XNADDR*>(xnaddr_guest);
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std::memset(xnaddr, 0, sizeof(XNADDR));
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xnaddr->ina.s_addr = htonl(s.virtual_ip);
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info.data_ptr = xnaddr_guest;
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++n;
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}
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qos->count = qos->count_pending = n;
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if (apxnqosResults) {
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auto qos_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNQOS));
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auto qos = REX_KERNEL_MEMORY()->TranslateVirtual<XNQOS*>(qos_guest);
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qos->count = qos->count_pending = 0;
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*apxnqosResults = qos_guest;
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}
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if (hEvent) {
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@ -14,6 +14,7 @@ set(REXSYSTEM_SOURCES
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xnotifylistener.cpp
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xenumerator.cpp
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xsocket.cpp
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xnet_transport.cpp
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xsymboliclink.cpp
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xobject.cpp
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xmodule.cpp
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361
src/system/xnet_transport.cpp
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361
src/system/xnet_transport.cpp
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/**
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* netcode-revival: relay transport for the game's own netcode.
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* See xnet_transport.h for the design.
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*/
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#include <rex/system/xnet_transport.h>
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#include <algorithm>
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#include <chrono>
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#include <cstring>
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#include <thread>
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#include <rex/platform.h>
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#include <rex/system/kernel_state.h>
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#include <rex/system/xsocket.h>
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#include <rex/system/xam/user_profile.h>
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#if REX_PLATFORM_WIN32
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#include <WinSock2.h>
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#include <WS2tcpip.h>
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#else
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <netinet/in.h>
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#include <sys/socket.h>
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#include <unistd.h>
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#endif
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namespace rex {
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namespace system {
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namespace {
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// Virtual address range: 10.80.0.0/16 (host order prefix 0x0A500000).
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constexpr uint32_t kVirtualPrefix = 0x0A500000u;
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int64_t SocketCreate() {
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#if REX_PLATFORM_WIN32
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return int64_t(::socket(AF_INET, SOCK_DGRAM, 0));
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#else
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return int64_t(::socket(AF_INET, SOCK_DGRAM, 0));
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#endif
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}
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void SocketClose(int64_t s) {
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#if REX_PLATFORM_WIN32
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::closesocket(SOCKET(s));
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#else
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::close(int(s));
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#endif
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}
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bool SocketSendTo(int64_t s, const sockaddr_in* to, const void* buf, int size) {
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#if REX_PLATFORM_WIN32
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const int n = ::sendto(SOCKET(s), reinterpret_cast<const char*>(buf), size, 0,
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reinterpret_cast<const sockaddr*>(to), sizeof(*to));
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#else
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const int n = ::sendto(int(s), buf, size, 0,
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reinterpret_cast<const sockaddr*>(to), sizeof(*to));
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#endif
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return n == size;
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}
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// Resolve "host" to a sockaddr_in (UDP), defaulting the port. Returns true
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// on success.
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bool Resolve(const std::string& host, uint16_t port, sockaddr_in* out) {
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addrinfo hints = {};
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_DGRAM;
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hints.ai_protocol = IPPROTO_UDP;
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addrinfo* res = nullptr;
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const std::string port_str = std::to_string(port);
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if (getaddrinfo(host.c_str(), port_str.c_str(), &hints, &res) != 0 ||
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res == nullptr) {
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if (res != nullptr) {
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freeaddrinfo(res);
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}
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return false;
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}
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*out = *reinterpret_cast<sockaddr_in*>(res->ai_addr);
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out->sin_port = htons(port);
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freeaddrinfo(res);
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return true;
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}
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} // namespace
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XNetTransport& XNetTransport::Instance() {
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static XNetTransport s_instance;
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return s_instance;
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}
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XNetTransport::~XNetTransport() {
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std::lock_guard<std::mutex> lock(mu_);
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StopLocked();
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}
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uint32_t XNetTransport::LocalVirtualIp() {
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// Mirrors the XNet identity: machine id from the signed-in profile XUID,
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// mapped onto 10.80.0.x. Stable across runs on one box.
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uint64_t seed = 0;
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if (xam::UserProfile* profile = REX_KERNEL_STATE()->user_profile()) {
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seed = profile->xuid();
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}
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if (seed == 0) {
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seed = 0x52454B4E45544CULL;
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}
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const uint8_t machine_id = uint8_t((seed ^ (seed >> 32)) & 0xFEu) + 1;
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return kVirtualPrefix | machine_id;
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}
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bool XNetTransport::IsVirtualIp(uint32_t host_order_ip) {
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return (host_order_ip & 0xFFFF0000u) == kVirtualPrefix;
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}
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bool XNetTransport::Active() const {
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std::lock_guard<std::mutex> lock(mu_);
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return active_;
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}
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void XNetTransport::SetRelay(const char* host, uint16_t port, const char* room) {
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{
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std::lock_guard<std::mutex> lock(mu_);
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const std::string h = host ? host : "";
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const std::string r = room ? room : "";
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if (h == host_ && port == port_ && r == room_ && active_) {
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return; // unchanged and already connected
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}
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host_ = h;
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port_ = port;
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room_ = r;
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StopLocked();
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}
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Reconnect();
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}
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void XNetTransport::StopLocked() {
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if (thread_.joinable()) {
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running_ = false;
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thread_.join();
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thread_ = {};
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}
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if (sock_ != -1) {
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SocketClose(sock_);
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sock_ = -1;
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}
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active_ = false;
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joined_ = false;
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sessions_.clear();
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}
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void XNetTransport::Reconnect() {
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std::lock_guard<std::mutex> lock(mu_);
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if (host_.empty() || port_ == 0) {
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return;
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}
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sockaddr_in relay_addr = {};
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if (!Resolve(host_, port_, &relay_addr)) {
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return;
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}
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std::memcpy(relay_addr_, &relay_addr, sizeof(relay_addr));
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relay_resolved_ = true;
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sock_ = SocketCreate();
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if (sock_ == -1) {
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return;
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}
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// Join the room so the relay routes our game traffic among its members.
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XNetRelayJoin jp = {};
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jp.version = kVersion;
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jp.virtual_ip = LocalVirtualIp();
|
||||
const uint32_t room_len =
|
||||
std::min<uint32_t>(room_.size(), sizeof(jp.room));
|
||||
std::memcpy(jp.room, room_.data(), room_len);
|
||||
jp.room_len = uint8_t(room_len);
|
||||
const char name[] = "skate3";
|
||||
const uint32_t name_len = std::min<uint32_t>(sizeof(name) - 1, sizeof(jp.name));
|
||||
std::memcpy(jp.name, name, name_len);
|
||||
jp.name_len = uint8_t(name_len);
|
||||
uint8_t pkt[7 + sizeof(jp)] = {};
|
||||
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
|
||||
h->magic = kMagic;
|
||||
h->type = kJoin;
|
||||
h->payload_size = uint16_t(sizeof(jp));
|
||||
std::memcpy(pkt + 7, &jp, sizeof(jp));
|
||||
SocketSendTo(sock_, &relay_addr, pkt, sizeof(pkt));
|
||||
|
||||
running_ = true;
|
||||
thread_ = std::thread(&XNetTransport::Run, this);
|
||||
}
|
||||
|
||||
int XNetTransport::SendGame(const void* buf, uint32_t len, uint32_t dst_virtual_ip_host_order) {
|
||||
if (len == 0 || len > sizeof(XNetRelayGame::data)) {
|
||||
return -1;
|
||||
}
|
||||
if (!IsVirtualIp(dst_virtual_ip_host_order) && dst_virtual_ip_host_order != 0) {
|
||||
return -1;
|
||||
}
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
if (!active_ || sock_ == -1 || !relay_resolved_) {
|
||||
return -1;
|
||||
}
|
||||
const sockaddr_in* relay = reinterpret_cast<const sockaddr_in*>(relay_addr_);
|
||||
XNetRelayGame gp = {};
|
||||
gp.dst_virtual_ip = dst_virtual_ip_host_order;
|
||||
gp.data_len = uint16_t(len);
|
||||
std::memcpy(gp.data, buf, len);
|
||||
uint8_t pkt[7 + sizeof(gp)] = {};
|
||||
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
|
||||
h->magic = kMagic;
|
||||
h->type = kGame;
|
||||
h->payload_size = uint16_t(sizeof(gp));
|
||||
std::memcpy(pkt + 7, &gp, sizeof(gp));
|
||||
if (!SocketSendTo(sock_, relay, pkt, sizeof(pkt))) {
|
||||
return -1;
|
||||
}
|
||||
return int(len);
|
||||
}
|
||||
|
||||
void XNetTransport::QuerySessions() {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
if (!active_ || sock_ == -1 || !relay_resolved_) {
|
||||
return;
|
||||
}
|
||||
const sockaddr_in* relay = reinterpret_cast<const sockaddr_in*>(relay_addr_);
|
||||
uint8_t pkt[7] = {};
|
||||
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
|
||||
h->magic = kMagic;
|
||||
h->type = kSessionQuery;
|
||||
h->payload_size = 0;
|
||||
SocketSendTo(sock_, relay, pkt, sizeof(pkt));
|
||||
}
|
||||
|
||||
void XNetTransport::WaitForReply(int timeout_ms) {
|
||||
const uint64_t target = [this] {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
return reply_seq_;
|
||||
}();
|
||||
const auto deadline = std::chrono::steady_clock::now() +
|
||||
std::chrono::milliseconds(timeout_ms);
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
if (reply_seq_ > target) {
|
||||
return;
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(5));
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<XNetSession> XNetTransport::Sessions() const {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
return sessions_;
|
||||
}
|
||||
|
||||
void XNetTransport::RegisterSocket(XSocket* s) {
|
||||
if (s == nullptr) {
|
||||
return;
|
||||
}
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
sockets_.insert(s);
|
||||
}
|
||||
|
||||
void XNetTransport::UnregisterSocket(XSocket* s) {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
sockets_.erase(s);
|
||||
}
|
||||
|
||||
void XNetTransport::Run() {
|
||||
while (true) {
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
if (!running_) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
uint8_t buf[7 + sizeof(XNetRelayGame)];
|
||||
sockaddr_in from = {};
|
||||
socklen_t from_len = sizeof(from);
|
||||
#if REX_PLATFORM_WIN32
|
||||
int n = ::recvfrom(SOCKET(sock_), reinterpret_cast<char*>(buf), sizeof(buf), 0,
|
||||
reinterpret_cast<sockaddr*>(&from), &from_len);
|
||||
#else
|
||||
int n = ::recvfrom(int(sock_), buf, sizeof(buf), 0,
|
||||
reinterpret_cast<sockaddr*>(&from), &from_len);
|
||||
#endif
|
||||
if (n < 0) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(5));
|
||||
continue;
|
||||
}
|
||||
if (n < 7) {
|
||||
continue;
|
||||
}
|
||||
HandlePacket(buf, n);
|
||||
}
|
||||
}
|
||||
|
||||
void XNetTransport::HandlePacket(const uint8_t* data, int size) {
|
||||
const XNetRelayHeader* h = reinterpret_cast<const XNetRelayHeader*>(data);
|
||||
if (h->magic != kMagic || h->payload_size > 3200 ||
|
||||
size < int(sizeof(*h) + h->payload_size)) {
|
||||
return;
|
||||
}
|
||||
const uint8_t* payload = data + sizeof(*h);
|
||||
|
||||
switch (h->type) {
|
||||
case kHello: {
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
// session_id != 0 means accepted (0 = refused).
|
||||
active_ = payload[0] != 0;
|
||||
joined_ = true;
|
||||
break;
|
||||
}
|
||||
case kGame: {
|
||||
if (h->payload_size < sizeof(XNetRelayGame)) {
|
||||
return;
|
||||
}
|
||||
XNetRelayGame gp = {};
|
||||
std::memcpy(&gp, payload, sizeof(gp));
|
||||
if (gp.data_len > sizeof(gp.data)) {
|
||||
return;
|
||||
}
|
||||
std::vector<XSocket*> targets;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
for (XSocket* s : sockets_) {
|
||||
targets.push_back(s);
|
||||
}
|
||||
}
|
||||
for (XSocket* s : targets) {
|
||||
// src_virtual_ip is host order; QueuePacket's src is host order too.
|
||||
s->QueuePacket(gp.src_virtual_ip, 0, gp.data, gp.data_len);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case kSessionReply: {
|
||||
if (h->payload_size < sizeof(XNetRelaySessionReply)) {
|
||||
return;
|
||||
}
|
||||
XNetRelaySessionReply sr = {};
|
||||
std::memcpy(&sr, payload, sizeof(sr));
|
||||
std::vector<XNetSession> fresh;
|
||||
const uint8_t count = std::min<uint8_t>(sr.count, 32);
|
||||
for (uint8_t i = 0; i < count; ++i) {
|
||||
XNetSession s;
|
||||
s.session_id = sr.list[i].session_id;
|
||||
s.virtual_ip = sr.list[i].virtual_ip;
|
||||
s.name_len = std::min<uint8_t>(sr.list[i].name_len, sizeof(s.name));
|
||||
std::memcpy(s.name, sr.list[i].name, s.name_len);
|
||||
fresh.push_back(s);
|
||||
}
|
||||
std::lock_guard<std::mutex> lock(mu_);
|
||||
sessions_ = std::move(fresh);
|
||||
++reply_seq_;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break; // kTypeRooms / Pose / Ping / Pong: not this transport's business.
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace system
|
||||
} // namespace rex
|
||||
|
|
@ -16,6 +16,7 @@
|
|||
#include <rex/system/kernel_state.h>
|
||||
#include <rex/system/xsocket.h>
|
||||
// #include <rex/system/xnet.h>
|
||||
#include <rex/system/xnet_transport.h>
|
||||
|
||||
#include <rex/net/socket.h>
|
||||
|
||||
|
|
@ -65,10 +66,15 @@ X_STATUS XSocket::Initialize(AddressFamily af, Type type, Protocol proto) {
|
|||
return X_STATUS_UNSUCCESSFUL;
|
||||
}
|
||||
|
||||
// netcode-revival: relayed game traffic is injected into registered
|
||||
// sockets; the game's RakNet netcode socket is one of them.
|
||||
XNetTransport::Instance().RegisterSocket(this);
|
||||
|
||||
return X_STATUS_SUCCESS;
|
||||
}
|
||||
|
||||
X_STATUS XSocket::Close() {
|
||||
XNetTransport::Instance().UnregisterSocket(this);
|
||||
int ret = rex::net::socket_close(native_handle_);
|
||||
if (ret != 0) {
|
||||
return X_STATUS_UNSUCCESSFUL;
|
||||
|
|
@ -171,28 +177,29 @@ int XSocket::Recv(uint8_t* buf, uint32_t buf_len, uint32_t flags) {
|
|||
|
||||
int XSocket::RecvFrom(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* from,
|
||||
uint32_t* from_len) {
|
||||
// Pop from secure packets first
|
||||
// TODO(DrChat): Enable when I commit XNet
|
||||
/*
|
||||
// netcode-revival: relayed game datagrams (from the XNetTransport receive
|
||||
// thread) are queued here and surface ahead of any native traffic.
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(incoming_packet_mutex_);
|
||||
if (incoming_packets_.size()) {
|
||||
packet* pkt = (packet*)incoming_packets_.front();
|
||||
int data_len = pkt->data_len;
|
||||
std::memcpy(buf, pkt->data, std::min((uint32_t)pkt->data_len, buf_len));
|
||||
|
||||
from->sin_family = 2;
|
||||
from->sin_addr = pkt->src_ip;
|
||||
from->sin_port = pkt->src_port;
|
||||
|
||||
if (!incoming_packets_.empty()) {
|
||||
packet* pkt = reinterpret_cast<packet*>(incoming_packets_.front());
|
||||
incoming_packets_.pop();
|
||||
uint8_t* pkt_ui8 = (uint8_t*)pkt;
|
||||
delete[] pkt_ui8;
|
||||
|
||||
return data_len;
|
||||
const uint32_t data_len = pkt->data_len;
|
||||
const uint32_t n = std::min<uint32_t>(data_len, buf_len);
|
||||
std::memcpy(buf, pkt->data, n);
|
||||
if (from) {
|
||||
from->sin_family = 2;
|
||||
from->sin_addr = pkt->src_ip;
|
||||
from->sin_port = pkt->src_port;
|
||||
std::memset(from->x_sin_zero, 0, sizeof(from->x_sin_zero));
|
||||
}
|
||||
if (from_len) {
|
||||
*from_len = sizeof(sockaddr_in);
|
||||
}
|
||||
delete[] reinterpret_cast<uint8_t*>(pkt);
|
||||
return int(n);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
sockaddr_in nfrom;
|
||||
socklen_t nfromlen = sizeof(sockaddr_in);
|
||||
|
|
@ -218,16 +225,12 @@ int XSocket::Send(const uint8_t* buf, uint32_t buf_len, uint32_t flags) {
|
|||
|
||||
int XSocket::SendTo(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* to,
|
||||
uint32_t to_len) {
|
||||
// Send 2 copies of the packet: One to XNet (for network security) and an
|
||||
// unencrypted copy for other Xenia hosts.
|
||||
// TODO(DrChat): Enable when I commit XNet.
|
||||
/*
|
||||
auto xam = kernel_state()->GetKernelModule<xam::XamModule>("xam.xex");
|
||||
auto xnet = xam->xnet();
|
||||
if (xnet) {
|
||||
xnet->SendPacket(this, to, buf, buf_len);
|
||||
// netcode-revival: a datagram addressed to a virtual 10.80.0.x peer is
|
||||
// routed through the relay (the game's RakNet netcode), not sent raw to
|
||||
// an unreachable address.
|
||||
if (to && XNetTransport::IsVirtualIp(uint32_t(to->sin_addr))) {
|
||||
return XNetTransport::Instance().SendGame(buf, buf_len, uint32_t(to->sin_addr));
|
||||
}
|
||||
*/
|
||||
|
||||
sockaddr_in nto;
|
||||
if (to) {
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue