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6 changed files with 204 additions and 3 deletions
64
docs/netcode-revival.md
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64
docs/netcode-revival.md
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@ -0,0 +1,64 @@
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# Netcode revival (branch `netcode-revival`)
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Goal: revive Skate 3's **original** Xbox 360 multiplayer — the game's own
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RakNet-based peer-to-peer netcode — instead of only the ghost co-presence
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layer. `main` keeps the working ghost multiplayer + releases; this branch
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carries the netcode work and stays clearly separate.
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The transport is **RakNet over XNet/XSocket** (confirmed: rexglue's XNet
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comments reference RakNet, and the game's `socket → setsockopt → bind →
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sendto` sequence matches `RakPeer::Startup`). The game speaks its own
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protocol; we only need the **platform netcode layer to work** (implement
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rexglue's stubbed XNet session APIs + route the game's UDP through the
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relay). We do not decode the game protocol.
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## Architecture
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- **Virtual addressing**: each machine gets a stable `XNADDR` (virtual IP
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`10.80.0.x` + unique 6-byte `abEnet` → RakNet GUID). `XNetXnAddrToInAddr` /
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`XNetServerToInAddr` resolve those into the socket layer's address space.
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- **Relay = P2P stabilizer**: session UDP is forwarded outbound through the
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relay (tagged `game` vs `ghost`) to the destination member's real socket;
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on a LAN the transport can go direct. The server stabilizes NAT/remote
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play but is not required on a LAN.
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- **Session registry in the relay**: `XNetQosListen` advertises a session;
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`XNetQosLookup` returns discovered sessions; the lobby/room-code UI stays
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as the manual join path.
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- **Ghost layer is kept** as the guaranteed fallback (co-presence that works
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for everyone even if the netcode path fails).
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## Phase 0 — XNet session/address layer (done, rexglue `767bd6e`)
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Implemented in `rexglue-sdk/src/kernel/xam/xam_net.cpp`:
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- `XNetGetTitleXnAddr`: stable virtual identity (was loopback + `0xCC` MAC).
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- `XNetXnAddrToInAddr` / `XNetInAddrToXnAddr` / `XNetServerToInAddr` /
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`XNetXnAddrToMachineId` / `XNetInAddrToString`: resolve virtual addresses
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(were failure / `666.666.666.666`).
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- `XNetQosListen`: accept advertisement (was `X_ERROR_FUNCTION_FAILED`).
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- `XNetQosLookup`: success + empty `XNQOS` + completion signal (Phase 1
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fills it from the relay registry).
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- `XNetCreateKey` / `XNetRegisterKey` / `XNetUnregisterKey`: session keys.
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- `XNetConnect` / `XNetGetConnectStatus`: report established.
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- `getsockopt`: real basic reads off the native socket.
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- `XNetSetSystemLinkPort`: accept.
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## Phase 1 — relay game-transport + session registry (next)
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- Extend `ghost_relay` to forward game UDP between room members + expose the
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session list that `XNetQosLookup` reads.
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- Give rexglue `XSocket` a relay-transport mode (recognize `10.80.0.x`
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virtual destinations; route via the relay outbound).
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- Test: two game instances on one machine (loopback through the relay) reach
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a joined session.
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## Phase 2 — invite UI
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- `XamShowGameInviteUI` / `XamShowFriendsUI` as ImGui `XamDialog`s backed by
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the relay lobby (real player list). Receive side (`XamNotifyCreateListener`
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/ `XamSessionRefObjByHandle`) already works.
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## Phase 3 — iterate to playable
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Whatever the game needs past discovery (RakNet handshake, ports, privilege
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fakes). Ghost stays as fallback throughout.
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## Notes
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- Testing is done with **two instances on one machine** (no second device);
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the relay loops them via `127.0.0.1`. A headless harness may be added.
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- Build: `clang-22` override, preset `linux-relwithdebinfo`, per
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`docs/build.md` — same as `main`.
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@ -27,6 +27,7 @@
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#include <rex/cvar.h>
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#include <rex/logging.h>
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#include <rex/system/xnet_transport.h>
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#if defined(_WIN32)
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#include <windows.h>
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@ -363,6 +364,10 @@ void SendJoin(GhostSock sock, const GhostAddr& to, bool ping) {
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std::memcpy(jp.room, g_room, g_room_len);
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jp.room_len = g_room_len;
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}
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// v5: the machine's virtual IP (10.80.0.x) so the relay can route the
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// game's own netcode and answer session queries. Mirrors the XNet layer's
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// identity (single source of truth in the rexglue transport).
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jp.virtual_ip = rex::system::XNetTransport::LocalVirtualIp();
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// Display name: JOIN carries it so the relay can echo it in the roster;
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// the LAN discovery PING carries it too (a host can tag probes).
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CurrentDisplayName(jp.name, &jp.name_len);
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@ -781,6 +786,14 @@ void GhostNetworkLoop() {
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// keeps the roster/name labels current as members join and leave), and
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// reconnect when the HELLO stream goes quiet.
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if (g_peer_public.configured) {
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// netcode-revival: keep the game's own netcode transport on the same
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// relay + room (idempotent; reconnect happens on any change).
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char active_room[kGhostMaxRoomLen] = {};
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{
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std::lock_guard<std::mutex> lock(g_mu);
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std::memcpy(active_room, g_room, g_room_len);
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}
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rex::system::XNetTransport::Instance().SetRelay(server.c_str(), port, active_room);
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if (now - g_peer_public.last_join >= kJoinIntervalSec) {
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SendJoin(sock, g_peer_public.addr, /*ping=*/false);
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g_peer_public.last_join = now;
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@ -23,7 +23,7 @@
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namespace skate3::native_ghost {
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constexpr uint32_t kGhostMagic = 0x54484753u; // "GHST" (LE)
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constexpr uint8_t kGhostVersion = 4;
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constexpr uint8_t kGhostVersion = 5;
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constexpr uint16_t kGhostDefaultPort = 40001;
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constexpr uint32_t kGhostMaxRoomLen = 8;
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constexpr uint32_t kGhostMaxRoster = 32;
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@ -53,6 +53,10 @@ enum PacketType : uint8_t {
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kTypePoseChunk = 7, // client -> relay -> other members: { PoseChunkPayload }
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kTypeList = 8, // client -> relay: request the room list (empty payload)
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kTypeRooms = 9, // relay -> client: { RoomsPayload } (the lobby browser)
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// netcode-revival (v5): the game's own RakNet UDP rides the same relay.
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kTypeGame = 10, // client -> relay -> member: { GamePayload } (opaque)
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kTypeSessionQuery = 11, // client -> relay: request sessions in my room
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kTypeSessionReply = 12, // relay -> client: { SessionReplyPayload }
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};
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// True byte-packing: the struct layouts below must match the wire format
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@ -72,13 +76,17 @@ struct PacketHeader {
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// JOIN and PING share the room payload (PING may carry the probing client's
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// room so LAN hosts can answer only matching rooms); JOIN additionally
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// carries the client's display name, which the relay echoes to room members
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// in the HELLO roster so nameplates can label every ghost.
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// in the HELLO roster so nameplates can label every ghost. v5 adds the
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// client's virtual IP (the 10.80.0.x identity XNet reports for this machine)
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// so the relay can route the game's own UDP (kTypeGame) and answer session
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// queries (kTypeSessionReply) with per-member addresses.
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struct alignas(1) JoinPayload {
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uint8_t version; // protocol version (kGhostVersion); mismatches are refused
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uint8_t room_len;
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char room[kGhostMaxRoomLen];
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uint8_t name_len;
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char name[kGhostMaxNameLen];
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uint32_t virtual_ip; // host-order virtual IP (10.80.0.x); 0 = unknown
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};
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// One room member as reported in a HELLO roster: session id + display name.
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@ -114,6 +122,34 @@ struct alignas(1) RoomsPayload {
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RoomEntry rooms[kGhostMaxRooms];
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};
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// ---- netcode-revival: the game's own UDP through the relay ------------------
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// Opaque game datagrams (the game's RakNet netcode) are wrapped by rexglue's
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// XSocket relay-transport and forwarded by the relay to the destination
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// member. dst_virtual_ip selects the recipient (0 = broadcast to every other
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// member of the room); the relay re-stamps src_virtual_ip with the sender's
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// identity before forwarding so the recipient can reply. data[] is capped so
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// a full ~1400-byte UDP payload fits an MTU-safe datagram.
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constexpr uint16_t kGhostGameData = 1400;
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struct alignas(1) GamePayload {
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uint32_t dst_virtual_ip; // recipient (10.80.0.x) or 0 = all room members
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uint32_t src_virtual_ip; // filled by the relay on forward
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uint16_t data_len; // bytes valid in data[]
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uint8_t data[kGhostGameData];
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};
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// One discovered session (a member of the room) as reported to XNetQosLookup.
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struct alignas(1) SessionEntry {
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uint32_t session_id; // the member's relay session id
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uint32_t virtual_ip; // the member's 10.80.0.x address (host order)
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uint8_t name_len;
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char name[kGhostMaxNameLen];
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};
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struct alignas(1) SessionReplyPayload {
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uint8_t count; // entries in list[] (<= kGhostMaxRoster)
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SessionEntry list[kGhostMaxRoster];
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};
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// Full-pose blob (the character-model path): the sender's skater skeleton,
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// 3 float4 rows per bone (column-vector affine [R | t], model -> world, row
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// k = bone k exactly as the scene renderer's bone ring expects). Flags bit 0
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@ -228,6 +228,11 @@ void GhostRelay::HandlePacket(const GhostAddr& from, const PacketBuf& p,
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std::memcpy(me->name, jp.name, jp.name_len);
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me->name_len = jp.name_len;
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}
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// v5: the client's virtual IP identity (used to route kTypeGame and to
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// answer kTypeSessionQuery). PING probes may omit it.
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if (jp.virtual_ip != 0) {
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me->virtual_ip = jp.virtual_ip;
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}
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// Empty room: assign one (uppercase alnum, 4 chars, seeded by the
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// session id and the wall of the receiving thread).
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if (me->room_len == 0) {
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@ -326,6 +331,58 @@ void GhostRelay::HandlePacket(const GhostAddr& from, const PacketBuf& p,
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break;
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}
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case kTypeGame: {
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// netcode-revival: the game's own RakNet UDP, opaque to us. Forward
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// to the destination member (dst_virtual_ip, or every other member
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// when 0), re-stamping the sender's virtual IP so the recipient can
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// reply. Unknown addresses are dropped (a member with a bogus dst is
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// gone or never joined).
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if (me->refused) {
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return;
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}
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if (p.h.payload_size != sizeof(GamePayload) || me->virtual_ip == 0) {
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return;
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}
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GamePayload gp = {};
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std::memcpy(&gp, p.payload, sizeof(gp));
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if (gp.data_len > kGhostGameData) {
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return;
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}
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me->last_seen = now;
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PacketBuf out = p;
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out.h.magic = kGhostMagic;
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out.h.type = kTypeGame;
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GamePayload* fwd = reinterpret_cast<GamePayload*>(out.payload);
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fwd->src_virtual_ip = me->virtual_ip;
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const uint16_t size = PacketSize(out);
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for (Client& c : clients_) {
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if (&c == me || c.refused) {
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continue;
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}
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if (c.room_len != me->room_len ||
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!RoomEquals(c.room, c.room_len, me->room, me->room_len)) {
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continue;
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}
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if (gp.dst_virtual_ip != 0 && c.virtual_ip != gp.dst_virtual_ip) {
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continue;
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}
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GhostSockSendTo(sock_, c.addr, &out, size);
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}
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break;
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}
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case kTypeSessionQuery: {
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// netcode-revival: a client asks "who's in my room?" so XNetQosLookup
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// can discover sessions. Report every OTHER member with a known
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// virtual IP (their session id + address + name).
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if (me->refused) {
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return;
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}
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me->last_seen = now;
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BuildSessionReply(from, *me);
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break;
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}
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case kTypeLeave: {
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const auto it = std::remove_if(clients_.begin(), clients_.end(),
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[&from](const Client& c) {
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@ -399,6 +456,34 @@ void GhostRelay::BuildRoomList(const GhostAddr& to) {
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GhostSockSendTo(sock_, to, &out, PacketSize(out));
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}
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void GhostRelay::BuildSessionReply(const GhostAddr& to, const Client& me) {
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// mu_ is held by the caller. Report the OTHER members of the requester's
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// room that have a known virtual IP (their relay session id + 10.80.0.x
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// address + display name) - exactly the discovery data XNetQosLookup needs
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// to hand the game.
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SessionReplyPayload sr = {};
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for (const Client& c : clients_) {
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if (&c == &me || c.refused || c.virtual_ip == 0) {
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continue;
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}
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if (c.room_len != me.room_len || !RoomEquals(c.room, c.room_len, me.room, me.room_len)) {
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continue;
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}
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if (sr.count >= kGhostMaxRoster) {
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break;
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}
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SessionEntry& e = sr.list[sr.count++];
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e.session_id = c.session_id;
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e.virtual_ip = c.virtual_ip;
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e.name_len = c.name_len;
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std::memcpy(e.name, c.name, c.name_len);
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}
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PacketBuf out;
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BuildPacket(out, kTypeSessionReply, &sr, static_cast<uint16_t>(sizeof(sr)));
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GhostSockSendTo(sock_, to, &out, PacketSize(out));
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}
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void GhostRelay::Sweep(double now) {
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std::lock_guard<std::mutex> lock(mu_);
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if (now <= 0.0) {
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@ -52,9 +52,11 @@ class GhostRelay {
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void SetVerbose(bool verbose) { verbose_ = verbose; }
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private:
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struct Client;
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void Run();
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void HandlePacket(const GhostAddr& from, const PacketBuf& p, double now);
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void BuildRoomList(const GhostAddr& to);
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void BuildSessionReply(const GhostAddr& to, const Client& me);
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void Sweep(double now);
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GhostSock sock_ = GHOST_INVALID_SOCKET;
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@ -68,6 +70,7 @@ class GhostRelay {
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struct Client {
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GhostAddr addr;
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uint32_t session_id = 0;
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uint32_t virtual_ip = 0; // 10.80.0.x identity from the JOIN (0 = unknown)
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char room[kGhostMaxRoomLen] = {};
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uint8_t room_len = 0;
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char name[kGhostMaxNameLen] = {};
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2
third_party/rexglue-sdk
vendored
2
third_party/rexglue-sdk
vendored
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@ -1 +1 @@
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Subproject commit 767bd6e4bc0a88edec7b1ec42b36c045d8c32c65
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Subproject commit 01fe706c13038c861e028b52384c3922c98e80da
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Loading…
Add table
Reference in a new issue