mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-06-29 15:16:25 +02:00
TESTERS WANTED: RyuLDN implementation (#65)
These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed. Additionally displays LDN game status in the game selection window when RyuLDN is enabled. Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
This commit is contained in:
parent
abfcfcaf0f
commit
6d8738c048
93 changed files with 4100 additions and 189 deletions
|
@ -0,0 +1,645 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Common.Utilities;
|
||||
using Ryujinx.HLE.HOS.Services.Ldn.Types;
|
||||
using Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.LdnRyu.Proxy;
|
||||
using Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.LdnRyu.Types;
|
||||
using Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.Types;
|
||||
using Ryujinx.HLE.HOS.Services.Sockets.Bsd.Proxy;
|
||||
using Ryujinx.HLE.Utilities;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Net.NetworkInformation;
|
||||
using System.Net.Sockets;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using TcpClient = NetCoreServer.TcpClient;
|
||||
|
||||
namespace Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.LdnRyu
|
||||
{
|
||||
class LdnMasterProxyClient : TcpClient, INetworkClient, IProxyClient
|
||||
{
|
||||
public bool NeedsRealId => true;
|
||||
|
||||
private static InitializeMessage InitializeMemory = new InitializeMessage();
|
||||
|
||||
private const int InactiveTimeout = 6000;
|
||||
private const int FailureTimeout = 4000;
|
||||
private const int ScanTimeout = 1000;
|
||||
|
||||
private bool _useP2pProxy;
|
||||
private NetworkError _lastError;
|
||||
|
||||
private readonly ManualResetEvent _connected = new ManualResetEvent(false);
|
||||
private readonly ManualResetEvent _error = new ManualResetEvent(false);
|
||||
private readonly ManualResetEvent _scan = new ManualResetEvent(false);
|
||||
private readonly ManualResetEvent _reject = new ManualResetEvent(false);
|
||||
private readonly AutoResetEvent _apConnected = new AutoResetEvent(false);
|
||||
|
||||
private readonly RyuLdnProtocol _protocol;
|
||||
private readonly NetworkTimeout _timeout;
|
||||
|
||||
private readonly List<NetworkInfo> _availableGames = new List<NetworkInfo>();
|
||||
private DisconnectReason _disconnectReason;
|
||||
|
||||
private P2pProxyServer _hostedProxy;
|
||||
private P2pProxyClient _connectedProxy;
|
||||
|
||||
private bool _networkConnected;
|
||||
|
||||
private string _passphrase;
|
||||
private byte[] _gameVersion = new byte[0x10];
|
||||
|
||||
private readonly HLEConfiguration _config;
|
||||
|
||||
public event EventHandler<NetworkChangeEventArgs> NetworkChange;
|
||||
|
||||
public ProxyConfig Config { get; private set; }
|
||||
|
||||
public LdnMasterProxyClient(string address, int port, HLEConfiguration config) : base(address, port)
|
||||
{
|
||||
if (ProxyHelpers.SupportsNoDelay())
|
||||
{
|
||||
OptionNoDelay = true;
|
||||
}
|
||||
|
||||
_protocol = new RyuLdnProtocol();
|
||||
_timeout = new NetworkTimeout(InactiveTimeout, TimeoutConnection);
|
||||
|
||||
_protocol.Initialize += HandleInitialize;
|
||||
_protocol.Connected += HandleConnected;
|
||||
_protocol.Reject += HandleReject;
|
||||
_protocol.RejectReply += HandleRejectReply;
|
||||
_protocol.SyncNetwork += HandleSyncNetwork;
|
||||
_protocol.ProxyConfig += HandleProxyConfig;
|
||||
_protocol.Disconnected += HandleDisconnected;
|
||||
|
||||
_protocol.ScanReply += HandleScanReply;
|
||||
_protocol.ScanReplyEnd += HandleScanReplyEnd;
|
||||
_protocol.ExternalProxy += HandleExternalProxy;
|
||||
|
||||
_protocol.Ping += HandlePing;
|
||||
_protocol.NetworkError += HandleNetworkError;
|
||||
|
||||
_config = config;
|
||||
_useP2pProxy = !config.MultiplayerDisableP2p;
|
||||
}
|
||||
|
||||
private void TimeoutConnection()
|
||||
{
|
||||
_connected.Reset();
|
||||
|
||||
DisconnectAsync();
|
||||
|
||||
while (IsConnected)
|
||||
{
|
||||
Thread.Yield();
|
||||
}
|
||||
}
|
||||
|
||||
private bool EnsureConnected()
|
||||
{
|
||||
if (IsConnected)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
_error.Reset();
|
||||
|
||||
ConnectAsync();
|
||||
|
||||
int index = WaitHandle.WaitAny(new WaitHandle[] { _connected, _error }, FailureTimeout);
|
||||
|
||||
if (IsConnected)
|
||||
{
|
||||
SendAsync(_protocol.Encode(PacketId.Initialize, InitializeMemory));
|
||||
}
|
||||
|
||||
return index == 0 && IsConnected;
|
||||
}
|
||||
|
||||
private void UpdatePassphraseIfNeeded()
|
||||
{
|
||||
string passphrase = _config.MultiplayerLdnPassphrase ?? "";
|
||||
if (passphrase != _passphrase)
|
||||
{
|
||||
_passphrase = passphrase;
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.Passphrase, StringUtils.GetFixedLengthBytes(passphrase, 0x80, Encoding.UTF8)));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnConnected()
|
||||
{
|
||||
Logger.Info?.PrintMsg(LogClass.ServiceLdn, $"LDN TCP client connected a new session with Id {Id}");
|
||||
|
||||
UpdatePassphraseIfNeeded();
|
||||
|
||||
_connected.Set();
|
||||
}
|
||||
|
||||
protected override void OnDisconnected()
|
||||
{
|
||||
Logger.Info?.PrintMsg(LogClass.ServiceLdn, $"LDN TCP client disconnected a session with Id {Id}");
|
||||
|
||||
_passphrase = null;
|
||||
|
||||
_connected.Reset();
|
||||
|
||||
if (_networkConnected)
|
||||
{
|
||||
DisconnectInternal();
|
||||
}
|
||||
}
|
||||
|
||||
public void DisconnectAndStop()
|
||||
{
|
||||
_timeout.Dispose();
|
||||
|
||||
DisconnectAsync();
|
||||
|
||||
while (IsConnected)
|
||||
{
|
||||
Thread.Yield();
|
||||
}
|
||||
|
||||
Dispose();
|
||||
}
|
||||
|
||||
protected override void OnReceived(byte[] buffer, long offset, long size)
|
||||
{
|
||||
_protocol.Read(buffer, (int)offset, (int)size);
|
||||
}
|
||||
|
||||
protected override void OnError(SocketError error)
|
||||
{
|
||||
Logger.Info?.PrintMsg(LogClass.ServiceLdn, $"LDN TCP client caught an error with code {error}");
|
||||
|
||||
_error.Set();
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void HandleInitialize(LdnHeader header, InitializeMessage initialize)
|
||||
{
|
||||
InitializeMemory = initialize;
|
||||
}
|
||||
|
||||
private void HandleExternalProxy(LdnHeader header, ExternalProxyConfig config)
|
||||
{
|
||||
int length = config.AddressFamily switch
|
||||
{
|
||||
AddressFamily.InterNetwork => 4,
|
||||
AddressFamily.InterNetworkV6 => 16,
|
||||
_ => 0
|
||||
};
|
||||
|
||||
if (length == 0)
|
||||
{
|
||||
return; // Invalid external proxy.
|
||||
}
|
||||
|
||||
IPAddress address = new(config.ProxyIp.AsSpan()[..length].ToArray());
|
||||
P2pProxyClient proxy = new(address.ToString(), config.ProxyPort);
|
||||
|
||||
_connectedProxy = proxy;
|
||||
|
||||
bool success = proxy.PerformAuth(config);
|
||||
|
||||
if (!success)
|
||||
{
|
||||
DisconnectInternal();
|
||||
}
|
||||
}
|
||||
|
||||
private void HandlePing(LdnHeader header, PingMessage ping)
|
||||
{
|
||||
if (ping.Requester == 0) // Server requested.
|
||||
{
|
||||
// Send the ping message back.
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.Ping, ping));
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleNetworkError(LdnHeader header, NetworkErrorMessage error)
|
||||
{
|
||||
if (error.Error == NetworkError.PortUnreachable)
|
||||
{
|
||||
_useP2pProxy = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_lastError = error.Error;
|
||||
}
|
||||
}
|
||||
|
||||
private NetworkError ConsumeNetworkError()
|
||||
{
|
||||
NetworkError result = _lastError;
|
||||
|
||||
_lastError = NetworkError.None;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void HandleSyncNetwork(LdnHeader header, NetworkInfo info)
|
||||
{
|
||||
NetworkChange?.Invoke(this, new NetworkChangeEventArgs(info, true));
|
||||
}
|
||||
|
||||
private void HandleConnected(LdnHeader header, NetworkInfo info)
|
||||
{
|
||||
_networkConnected = true;
|
||||
_disconnectReason = DisconnectReason.None;
|
||||
|
||||
_apConnected.Set();
|
||||
|
||||
NetworkChange?.Invoke(this, new NetworkChangeEventArgs(info, true));
|
||||
}
|
||||
|
||||
private void HandleDisconnected(LdnHeader header, DisconnectMessage message)
|
||||
{
|
||||
DisconnectInternal();
|
||||
}
|
||||
|
||||
private void HandleReject(LdnHeader header, RejectRequest reject)
|
||||
{
|
||||
// When the client receives a Reject request, we have been rejected and will be disconnected shortly.
|
||||
_disconnectReason = reject.DisconnectReason;
|
||||
}
|
||||
|
||||
private void HandleRejectReply(LdnHeader header)
|
||||
{
|
||||
_reject.Set();
|
||||
}
|
||||
|
||||
private void HandleScanReply(LdnHeader header, NetworkInfo info)
|
||||
{
|
||||
_availableGames.Add(info);
|
||||
}
|
||||
|
||||
private void HandleScanReplyEnd(LdnHeader obj)
|
||||
{
|
||||
_scan.Set();
|
||||
}
|
||||
|
||||
private void DisconnectInternal()
|
||||
{
|
||||
if (_networkConnected)
|
||||
{
|
||||
_networkConnected = false;
|
||||
|
||||
_hostedProxy?.Dispose();
|
||||
_hostedProxy = null;
|
||||
|
||||
_connectedProxy?.Dispose();
|
||||
_connectedProxy = null;
|
||||
|
||||
_apConnected.Reset();
|
||||
|
||||
NetworkChange?.Invoke(this, new NetworkChangeEventArgs(new NetworkInfo(), false, _disconnectReason));
|
||||
|
||||
if (IsConnected)
|
||||
{
|
||||
_timeout.RefreshTimeout();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DisconnectNetwork()
|
||||
{
|
||||
if (_networkConnected)
|
||||
{
|
||||
SendAsync(_protocol.Encode(PacketId.Disconnect, new DisconnectMessage()));
|
||||
|
||||
DisconnectInternal();
|
||||
}
|
||||
}
|
||||
|
||||
public ResultCode Reject(DisconnectReason disconnectReason, uint nodeId)
|
||||
{
|
||||
if (_networkConnected)
|
||||
{
|
||||
_reject.Reset();
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.Reject, new RejectRequest(disconnectReason, nodeId)));
|
||||
|
||||
int index = WaitHandle.WaitAny(new WaitHandle[] { _reject, _error }, InactiveTimeout);
|
||||
|
||||
if (index == 0)
|
||||
{
|
||||
return (ConsumeNetworkError() != NetworkError.None) ? ResultCode.InvalidState : ResultCode.Success;
|
||||
}
|
||||
}
|
||||
|
||||
return ResultCode.InvalidState;
|
||||
}
|
||||
|
||||
public void SetAdvertiseData(byte[] data)
|
||||
{
|
||||
// TODO: validate we're the owner (the server will do this anyways tho)
|
||||
if (_networkConnected)
|
||||
{
|
||||
SendAsync(_protocol.Encode(PacketId.SetAdvertiseData, data));
|
||||
}
|
||||
}
|
||||
|
||||
public void SetGameVersion(byte[] versionString)
|
||||
{
|
||||
_gameVersion = versionString;
|
||||
|
||||
if (_gameVersion.Length < 0x10)
|
||||
{
|
||||
Array.Resize(ref _gameVersion, 0x10);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetStationAcceptPolicy(AcceptPolicy acceptPolicy)
|
||||
{
|
||||
// TODO: validate we're the owner (the server will do this anyways tho)
|
||||
if (_networkConnected)
|
||||
{
|
||||
SendAsync(_protocol.Encode(PacketId.SetAcceptPolicy, new SetAcceptPolicyRequest
|
||||
{
|
||||
StationAcceptPolicy = acceptPolicy
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
private void DisposeProxy()
|
||||
{
|
||||
_hostedProxy?.Dispose();
|
||||
_hostedProxy = null;
|
||||
}
|
||||
|
||||
private void ConfigureAccessPoint(ref RyuNetworkConfig request)
|
||||
{
|
||||
_gameVersion.AsSpan().CopyTo(request.GameVersion.AsSpan());
|
||||
|
||||
if (_useP2pProxy)
|
||||
{
|
||||
// Before sending the request, attempt to set up a proxy server.
|
||||
// This can be on a range of private ports, which can be exposed on a range of public
|
||||
// ports via UPnP. If any of this fails, we just fall back to using the master server.
|
||||
|
||||
int i = 0;
|
||||
for (; i < P2pProxyServer.PrivatePortRange; i++)
|
||||
{
|
||||
_hostedProxy = new P2pProxyServer(this, (ushort)(P2pProxyServer.PrivatePortBase + i), _protocol);
|
||||
|
||||
try
|
||||
{
|
||||
_hostedProxy.Start();
|
||||
|
||||
break;
|
||||
}
|
||||
catch (SocketException e)
|
||||
{
|
||||
_hostedProxy.Dispose();
|
||||
_hostedProxy = null;
|
||||
|
||||
if (e.SocketErrorCode != SocketError.AddressAlreadyInUse)
|
||||
{
|
||||
i = P2pProxyServer.PrivatePortRange; // Immediately fail.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool openSuccess = i < P2pProxyServer.PrivatePortRange;
|
||||
|
||||
if (openSuccess)
|
||||
{
|
||||
Task<ushort> natPunchResult = _hostedProxy.NatPunch();
|
||||
|
||||
try
|
||||
{
|
||||
if (natPunchResult.Result != 0)
|
||||
{
|
||||
// Tell the server that we are hosting the proxy.
|
||||
request.ExternalProxyPort = natPunchResult.Result;
|
||||
}
|
||||
}
|
||||
catch (Exception) { }
|
||||
|
||||
if (request.ExternalProxyPort == 0)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.ServiceLdn, "Failed to open a port with UPnP for P2P connection. Proxying through the master server instead. Expect higher latency.");
|
||||
_hostedProxy.Dispose();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Info?.Print(LogClass.ServiceLdn, $"Created a wireless P2P network on port {request.ExternalProxyPort}.");
|
||||
_hostedProxy.Start();
|
||||
|
||||
(_, UnicastIPAddressInformation unicastAddress) = NetworkHelpers.GetLocalInterface();
|
||||
|
||||
unicastAddress.Address.GetAddressBytes().AsSpan().CopyTo(request.PrivateIp.AsSpan());
|
||||
request.InternalProxyPort = _hostedProxy.PrivatePort;
|
||||
request.AddressFamily = unicastAddress.Address.AddressFamily;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.ServiceLdn, "Cannot create a P2P server. Proxying through the master server instead. Expect higher latency.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CreateNetworkCommon()
|
||||
{
|
||||
bool signalled = _apConnected.WaitOne(FailureTimeout);
|
||||
|
||||
if (!_useP2pProxy && _hostedProxy != null)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.ServiceLdn, "Locally hosted proxy server was not externally reachable. Proxying through the master server instead. Expect higher latency.");
|
||||
|
||||
DisposeProxy();
|
||||
}
|
||||
|
||||
if (signalled && _connectedProxy != null)
|
||||
{
|
||||
_connectedProxy.EnsureProxyReady();
|
||||
|
||||
Config = _connectedProxy.ProxyConfig;
|
||||
}
|
||||
else
|
||||
{
|
||||
DisposeProxy();
|
||||
}
|
||||
|
||||
return signalled;
|
||||
}
|
||||
|
||||
public bool CreateNetwork(CreateAccessPointRequest request, byte[] advertiseData)
|
||||
{
|
||||
_timeout.DisableTimeout();
|
||||
|
||||
ConfigureAccessPoint(ref request.RyuNetworkConfig);
|
||||
|
||||
if (!EnsureConnected())
|
||||
{
|
||||
DisposeProxy();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
UpdatePassphraseIfNeeded();
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.CreateAccessPoint, request, advertiseData));
|
||||
|
||||
// Send a network change event with dummy data immediately. Necessary to avoid crashes in some games
|
||||
var networkChangeEvent = new NetworkChangeEventArgs(new NetworkInfo()
|
||||
{
|
||||
Common = new CommonNetworkInfo()
|
||||
{
|
||||
MacAddress = InitializeMemory.MacAddress,
|
||||
Channel = request.NetworkConfig.Channel,
|
||||
LinkLevel = 3,
|
||||
NetworkType = 2,
|
||||
Ssid = new Ssid()
|
||||
{
|
||||
Length = 32
|
||||
}
|
||||
},
|
||||
Ldn = new LdnNetworkInfo()
|
||||
{
|
||||
AdvertiseDataSize = (ushort)advertiseData.Length,
|
||||
AuthenticationId = 0,
|
||||
NodeCount = 1,
|
||||
NodeCountMax = request.NetworkConfig.NodeCountMax,
|
||||
SecurityMode = (ushort)request.SecurityConfig.SecurityMode
|
||||
}
|
||||
}, true);
|
||||
networkChangeEvent.Info.Ldn.Nodes[0] = new NodeInfo()
|
||||
{
|
||||
Ipv4Address = 175243265,
|
||||
IsConnected = 1,
|
||||
LocalCommunicationVersion = request.NetworkConfig.LocalCommunicationVersion,
|
||||
MacAddress = InitializeMemory.MacAddress,
|
||||
NodeId = 0,
|
||||
UserName = request.UserConfig.UserName
|
||||
};
|
||||
"12345678123456781234567812345678"u8.ToArray().CopyTo(networkChangeEvent.Info.Common.Ssid.Name.AsSpan());
|
||||
NetworkChange?.Invoke(this, networkChangeEvent);
|
||||
|
||||
return CreateNetworkCommon();
|
||||
}
|
||||
|
||||
public bool CreateNetworkPrivate(CreateAccessPointPrivateRequest request, byte[] advertiseData)
|
||||
{
|
||||
_timeout.DisableTimeout();
|
||||
|
||||
ConfigureAccessPoint(ref request.RyuNetworkConfig);
|
||||
|
||||
if (!EnsureConnected())
|
||||
{
|
||||
DisposeProxy();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
UpdatePassphraseIfNeeded();
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.CreateAccessPointPrivate, request, advertiseData));
|
||||
|
||||
return CreateNetworkCommon();
|
||||
}
|
||||
|
||||
public NetworkInfo[] Scan(ushort channel, ScanFilter scanFilter)
|
||||
{
|
||||
if (!_networkConnected)
|
||||
{
|
||||
_timeout.RefreshTimeout();
|
||||
}
|
||||
|
||||
_availableGames.Clear();
|
||||
|
||||
int index = -1;
|
||||
|
||||
if (EnsureConnected())
|
||||
{
|
||||
UpdatePassphraseIfNeeded();
|
||||
|
||||
_scan.Reset();
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.Scan, scanFilter));
|
||||
|
||||
index = WaitHandle.WaitAny(new WaitHandle[] { _scan, _error }, ScanTimeout);
|
||||
}
|
||||
|
||||
if (index != 0)
|
||||
{
|
||||
// An error occurred or timeout. Write 0 games.
|
||||
return Array.Empty<NetworkInfo>();
|
||||
}
|
||||
|
||||
return _availableGames.ToArray();
|
||||
}
|
||||
|
||||
private NetworkError ConnectCommon()
|
||||
{
|
||||
bool signalled = _apConnected.WaitOne(FailureTimeout);
|
||||
|
||||
NetworkError error = ConsumeNetworkError();
|
||||
|
||||
if (error != NetworkError.None)
|
||||
{
|
||||
return error;
|
||||
}
|
||||
|
||||
if (signalled && _connectedProxy != null)
|
||||
{
|
||||
_connectedProxy.EnsureProxyReady();
|
||||
|
||||
Config = _connectedProxy.ProxyConfig;
|
||||
}
|
||||
|
||||
return signalled ? NetworkError.None : NetworkError.ConnectTimeout;
|
||||
}
|
||||
|
||||
public NetworkError Connect(ConnectRequest request)
|
||||
{
|
||||
_timeout.DisableTimeout();
|
||||
|
||||
if (!EnsureConnected())
|
||||
{
|
||||
return NetworkError.Unknown;
|
||||
}
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.Connect, request));
|
||||
|
||||
var networkChangeEvent = new NetworkChangeEventArgs(new NetworkInfo()
|
||||
{
|
||||
Common = request.NetworkInfo.Common,
|
||||
Ldn = request.NetworkInfo.Ldn
|
||||
}, true);
|
||||
|
||||
NetworkChange?.Invoke(this, networkChangeEvent);
|
||||
|
||||
return ConnectCommon();
|
||||
}
|
||||
|
||||
public NetworkError ConnectPrivate(ConnectPrivateRequest request)
|
||||
{
|
||||
_timeout.DisableTimeout();
|
||||
|
||||
if (!EnsureConnected())
|
||||
{
|
||||
return NetworkError.Unknown;
|
||||
}
|
||||
|
||||
SendAsync(_protocol.Encode(PacketId.ConnectPrivate, request));
|
||||
|
||||
return ConnectCommon();
|
||||
}
|
||||
|
||||
private void HandleProxyConfig(LdnHeader header, ProxyConfig config)
|
||||
{
|
||||
Config = config;
|
||||
|
||||
SocketHelpers.RegisterProxy(new LdnProxy(config, this, _protocol));
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue