ppsspp/Core/HLE/proAdhocServer.cpp

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// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// proAdhocServer
// This is a direct port of Coldbird's code from http://code.google.com/p/aemu/
// All credit goes to him!
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <signal.h>
#if !defined(__APPLE__)
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#include <stdlib.h>
#endif
#include <sys/types.h>
// Net stuff
#ifdef _XBOX
#include <winsockx.h>
typedef int socklen_t;
#elif defined(_MSC_VER)
#include <WS2tcpip.h>
#else
#include <sys/socket.h>
#include <netinet/in.h>
#endif
#include <fcntl.h>
#include <errno.h>
//#include <sqlite3.h>
#include "Core/Core.h"
#include "Core/HLE/proAdhocServer.h"
// User Count
uint32_t _db_user_count = 0;
// User Database
SceNetAdhocctlUserNode * _db_user = NULL;
// Game Database
SceNetAdhocctlGameNode * _db_game = NULL;
// Server Status
//int _status = 0;
bool adhocServerRunning = false;
std::thread adhocServerThread;
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std::vector<db_crosslink> crosslinks;
std::vector<db_productid> productids;
// Function Prototypes
const char * strcpyxml(char * out, const char * in, uint32_t size);
// Function Prototypes
void interrupt(int sig);
void enable_address_reuse(int fd);
void change_blocking_mode(int fd, int nonblocking);
int create_listen_socket(uint16_t port);
int server_loop(int server);
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void __AdhocServerInit() {
// I'm too lazy to copy the whole list here, we should read these from database.db
crosslinks.push_back(db_crosslink{ "ULES01408", "ULUS10511" });
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crosslinks.push_back(db_crosslink{ "NPJH50263", "ULUS10511" });
productids.push_back(db_productid{ "ULUS10511", "Ace Combat X2 - Joint Assault" });
productids.push_back(db_productid{ "NPUH10023", "Armored Core 3 Portable" });
}
/**
* Login User into Database (Stream)
* @param fd Socket
* @param ip IP Address (Network Order)
*/
void login_user_stream(int fd, uint32_t ip)
{
// Enough Space available
if(_db_user_count < SERVER_USER_MAXIMUM)
{
// Check IP Duplication
SceNetAdhocctlUserNode * u = _db_user;
while(u != NULL && u->resolver.ip != ip) u = u->next;
if (u != NULL) { // IP Already existed
uint8_t * ip4 = (uint8_t *)&u->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: Already Existing IP: %u.%u.%u.%u\n", ip4[0], ip4[1], ip4[2], ip4[3]);
}
// Unique IP Address
else //if(u == NULL)
{
// Allocate User Node Memory
SceNetAdhocctlUserNode * user = (SceNetAdhocctlUserNode *)malloc(sizeof(SceNetAdhocctlUserNode));
// Allocated User Node Memory
if(user != NULL)
{
// Clear Memory
memset(user, 0, sizeof(SceNetAdhocctlUserNode));
// Save Socket
user->stream = fd;
// Save IP
user->resolver.ip = ip;
// Link into User List
user->next = _db_user;
if(_db_user != NULL) _db_user->prev = user;
_db_user = user;
// Initialize Death Clock
user->last_recv = time(NULL);
// Notify User
uint8_t * ipa = (uint8_t *)&user->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: New Connection from %u.%u.%u.%u", ipa[0], ipa[1], ipa[2], ipa[3]);
// Fix User Counter
_db_user_count++;
// Update Status Log
update_status();
// Exit Function
return;
}
}
}
// Duplicate IP, Allocation Error or not enough space - Close Stream
closesocket(fd);
}
/**
* Login User into Database (Login Data)
* @param user User Node
* @param data Login Packet
*/
void login_user_data(SceNetAdhocctlUserNode * user, SceNetAdhocctlLoginPacketC2S * data)
{
// Product Code Check
int valid_product_code = 1;
// Iterate Characters
int i = 0; for(; i < PRODUCT_CODE_LENGTH && valid_product_code == 1; i++)
{
// Valid Characters
if(!((data->game.data[i] >= 'A' && data->game.data[i] <= 'Z') || (data->game.data[i] >= '0' && data->game.data[i] <= '9'))) valid_product_code = 0;
}
// Valid Packet Data
if(valid_product_code == 1 && memcmp(&data->mac, "\xFF\xFF\xFF\xFF\xFF\xFF", sizeof(data->mac)) != 0 && memcmp(&data->mac, "\x00\x00\x00\x00\x00\x00", sizeof(data->mac)) != 0 && data->name.data[0] != 0)
{
// Game Product Override
game_product_override(&data->game);
// Find existing Game
SceNetAdhocctlGameNode * game = _db_game;
while(game != NULL && strncmp(game->game.data, data->game.data, PRODUCT_CODE_LENGTH) != 0) game = game->next;
// Game not found
if(game == NULL)
{
// Allocate Game Node Memory
game = (SceNetAdhocctlGameNode *)malloc(sizeof(SceNetAdhocctlGameNode));
// Allocated Game Node Memory
if(game != NULL)
{
// Clear Memory
memset(game, 0, sizeof(SceNetAdhocctlGameNode));
// Save Game Product ID
game->game = data->game;
// Link into Game List
game->next = _db_game;
if(_db_game != NULL) _db_game->prev = game;
_db_game = game;
}
}
// Game now available
if(game != NULL)
{
// Save MAC
user->resolver.mac = data->mac;
// Save Nickname
user->resolver.name = data->name;
// Increase Player Count in Game Node
game->playercount++;
// Link Game to Player
user->game = game;
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, game->game.data, PRODUCT_CODE_LENGTH);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) started playing %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr);
// Update Status Log
update_status();
// Leave Function
return;
}
}
// Invalid Packet Data
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: Invalid Login Packet Contents from %u.%u.%u.%u", ip[0], ip[1], ip[2], ip[3]);
}
// Logout User - Out of Memory or Invalid Arguments
logout_user(user);
}
/**
* Logout User from Database
* @param user User Node
*/
void logout_user(SceNetAdhocctlUserNode * user)
{
// Disconnect from Group
if(user->group != NULL) disconnect_user(user);
// Unlink Leftside (Beginning)
if(user->prev == NULL) _db_user = user->next;
// Unlink Leftside (Other)
else user->prev->next = user->next;
// Unlink Rightside
if(user->next != NULL) user->next->prev = user->prev;
// Close Stream
closesocket(user->stream);
// Playing User
if(user->game != NULL)
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) stopped playing %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr);
// Fix Game Player Count
user->game->playercount--;
// Empty Game Node
if(user->game->playercount == 0)
{
// Unlink Leftside (Beginning)
if(user->game->prev == NULL) _db_game = user->game->next;
// Unlink Leftside (Other)
else user->game->prev->next = user->game->next;
// Unlink Rightside
if(user->game->next != NULL) user->game->next->prev = user->game->prev;
// Free Game Node Memory
free(user->game);
}
}
// Unidentified User
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: Dropped Connection to %u.%u.%u.%u", ip[0], ip[1], ip[2], ip[3]);
}
// Free Memory
free(user);
// Fix User Counter
_db_user_count--;
// Update Status Log
update_status();
}
/**
* Free Database Memory
*/
void free_database(void)
{
// There are users playing
if(_db_user_count > 0)
{
// Send Shutdown Notice
spread_message(NULL, SERVER_SHUTDOWN_MESSAGE);
}
// Iterate Users for Deletion
SceNetAdhocctlUserNode * user = _db_user;
while(user != NULL)
{
// Next User (for safe delete)
SceNetAdhocctlUserNode * next = user->next;
// Logout User
logout_user(user);
// Move Pointer
user = next;
}
}
/**
* Connect User to Game Group
* @param user User Node
* @param group Group Name
*/
void connect_user(SceNetAdhocctlUserNode * user, SceNetAdhocctlGroupName * group)
{
// Group Name Check
int valid_group_name = 1;
{
// Iterate Characters
int i = 0; for(; i < ADHOCCTL_GROUPNAME_LEN && valid_group_name == 1; i++)
{
// End of Name
if(group->data[i] == 0) break;
// A - Z
if(group->data[i] >= 'A' && group->data[i] <= 'Z') continue;
// a - z
if(group->data[i] >= 'a' && group->data[i] <= 'z') continue;
// 0 - 9
if(group->data[i] >= '0' && group->data[i] <= '9') continue;
// Invalid Symbol
valid_group_name = 0;
}
}
// Valid Group Name
if(valid_group_name == 1)
{
// User is disconnected
if(user->group == NULL)
{
// Find Group in Game Node
SceNetAdhocctlGroupNode * g = user->game->group;
while(g != NULL && strncmp((char *)g->group.data, (char *)group->data, ADHOCCTL_GROUPNAME_LEN) != 0) g = g->next;
// BSSID Packet
SceNetAdhocctlConnectBSSIDPacketS2C bssid;
// Set BSSID Opcode
bssid.base.opcode = OPCODE_CONNECT_BSSID;
// Set Default BSSID
bssid.mac = user->resolver.mac;
// No Group found
if(g == NULL)
{
// Allocate Group Memory
g = (SceNetAdhocctlGroupNode *)malloc(sizeof(SceNetAdhocctlGroupNode));
// Allocated Group Memory
if(g != NULL)
{
// Clear Memory
memset(g, 0, sizeof(SceNetAdhocctlGroupNode));
// Link Game Node
g->game = user->game;
// Link Group Node
g->next = g->game->group;
if(g->game->group != NULL) g->game->group->prev = g;
g->game->group = g;
// Copy Group Name
g->group = *group;
// Increase Group Counter for Game
g->game->groupcount++;
}
}
// Group now available
if(g != NULL)
{
// Iterate remaining Group Players
SceNetAdhocctlUserNode * peer = g->player;
while(peer != NULL)
{
// Connect Packet
SceNetAdhocctlConnectPacketS2C packet;
// Clear Memory
// memset(&packet, 0, sizeof(packet));
// Set Connect Opcode
packet.base.opcode = OPCODE_CONNECT;
// Set Player Name
packet.name = user->resolver.name;
// Set Player MAC
packet.mac = user->resolver.mac;
// Set Player IP
packet.ip = user->resolver.ip;
// Send Data
int iResult = send(peer->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: connect_user[send peer] (Socket error %d)", errno);
// Set Player Name
packet.name = peer->resolver.name;
// Set Player MAC
packet.mac = peer->resolver.mac;
// Set Player IP
packet.ip = peer->resolver.ip;
// Send Data
iResult = send(user->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: connect_user[send user] (Socket error %d)", errno);
// Set BSSID
if(peer->group_next == NULL) bssid.mac = peer->resolver.mac;
// Move Pointer
peer = peer->group_next;
}
// Link User to Group
user->group_next = g->player;
if(g->player != NULL) g->player->group_prev = user;
g->player = user;
// Link Group to User
user->group = g;
// Increase Player Count
g->playercount++;
// Send Network BSSID to User
int iResult = send(user->stream, (const char*)&bssid, sizeof(bssid), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: connect_user[send user bssid] (Socket error %d)", errno);
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)user->group->group.data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) joined %s group %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr, safegroupstr);
// Update Status Log
update_status();
// Exit Function
return;
}
}
// Already connected to another group
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)group->data, ADHOCCTL_GROUPNAME_LEN);
char safegroupstr2[9];
memset(safegroupstr2, 0, sizeof(safegroupstr2));
strncpy(safegroupstr2, (char *)user->group->group.data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) attempted to join %s group %s without disconnecting from %s first", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr, safegroupstr, safegroupstr2);
}
}
// Invalid Group Name
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)group->data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) attempted to join invalid %s group %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr, safegroupstr);
}
// Invalid State, Out of Memory or Invalid Group Name
logout_user(user);
}
/**
* Disconnect User from Game Group
* @param user User Node
*/
void disconnect_user(SceNetAdhocctlUserNode * user)
{
// User is connected
if(user->group != NULL)
{
// Unlink Leftside (Beginning)
if(user->group_prev == NULL) user->group->player = user->group_next;
// Unlink Leftside (Other)
else user->group_prev->group_next = user->group_next;
// Unlink Rightside
if(user->group_next != NULL) user->group_next->group_prev = user->group_prev;
// Fix Player Count
user->group->playercount--;
// Iterate remaining Group Players
SceNetAdhocctlUserNode * peer = user->group->player;
while(peer != NULL)
{
// Disconnect Packet
SceNetAdhocctlDisconnectPacketS2C packet;
// Clear Memory
// memset(&packet, 0, sizeof(packet));
// Set Disconnect Opcode
packet.base.opcode = OPCODE_DISCONNECT;
// Set User IP
packet.ip = user->resolver.ip;
// Send Data
int iResult = send(peer->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: disconnect_user[send peer] (Socket error %d)", errno);
// Move Pointer
peer = peer->group_next;
}
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)user->group->group.data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) left %s group %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr, safegroupstr);
// Empty Group
if(user->group->playercount == 0)
{
// Unlink Leftside (Beginning)
if(user->group->prev == NULL) user->group->game->group = user->group->next;
// Unlink Leftside (Other)
else user->group->prev->next = user->group->next;
// Unlink Rightside
if(user->group->next != NULL) user->group->next->prev = user->group->prev;
// Free Group Memory
free(user->group);
// Decrease Group Counter in Game Node
user->game->groupcount--;
}
// Unlink from Group
user->group = NULL;
user->group_next = NULL;
user->group_prev = NULL;
// Update Status Log
update_status();
// Exit Function
return;
}
// Not in a game group
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) attempted to leave %s group without joining one first", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr);
}
// Delete User
logout_user(user);
}
/**
* Send Game Group List
* @param user User Node
*/
void send_scan_results(SceNetAdhocctlUserNode * user)
{
// User is disconnected
if(user->group == NULL)
{
// Iterate Groups
SceNetAdhocctlGroupNode * group = user->game->group;
for(; group != NULL; group = group->next)
{
// Scan Result Packet
SceNetAdhocctlScanPacketS2C packet;
// Clear Memory
// memset(&packet, 0, sizeof(packet));
// Set Opcode
packet.base.opcode = OPCODE_SCAN;
// Set Group Name
packet.group = group->group;
// Iterate Players in Network Group
SceNetAdhocctlUserNode * peer = group->player;
for(; peer != NULL; peer = peer->group_next)
{
// Found Network Founder
if(peer->group_next == NULL)
{
// Set Group Host MAC
packet.mac = peer->resolver.mac;
}
}
// Send Group Packet
int iResult = send(user->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: send_scan_result[send user] (Socket error %d)", errno);
}
// Notify Player of End of Scan
uint8_t opcode = OPCODE_SCAN_COMPLETE;
int iResult = send(user->stream, (const char*)&opcode, 1, 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: send_scan_result[send peer complete] (Socket error %d)", errno);
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) requested information on %d %s groups", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], user->game->groupcount, safegamestr);
// Exit Function
return;
}
// User in a game group
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)user->group->group.data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) attempted to scan for %s groups without disconnecting from %s first", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr, safegroupstr);
}
// Delete User
logout_user(user);
}
/**
* Spread Chat Message in P2P Network
* @param user Sender User Node
* @param message Chat Message
*/
2015-01-11 22:23:03 +00:00
void spread_message(SceNetAdhocctlUserNode *user, const char *message)
{
// Global Notice
if(user == NULL)
{
// Iterate Players
for(user = _db_user; user != NULL; user = user->next)
{
// Player has access to chat
if(user->group != NULL)
{
// Chat Packet
SceNetAdhocctlChatPacketS2C packet;
// Clear Memory
memset(&packet, 0, sizeof(packet));
// Set Chat Opcode
packet.base.base.opcode = OPCODE_CHAT;
// Set Chat Message
strcpy(packet.base.message, message);
// Send Data
int iResult = send(user->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: spread_message[send user chat] (Socket error %d)", errno);
}
}
// Prevent NULL Error
return;
}
// User is connected
else if(user->group != NULL)
{
// Broadcast Range Counter
uint32_t counter = 0;
// Iterate Group Players
SceNetAdhocctlUserNode * peer = user->group->player;
while(peer != NULL)
{
// Skip Self
if(peer == user)
{
// Move Pointer
peer = peer->group_next;
// Continue Loop
continue;
}
// Chat Packet
SceNetAdhocctlChatPacketS2C packet;
// Set Chat Opcode
packet.base.base.opcode = OPCODE_CHAT;
// Set Chat Message
strcpy(packet.base.message, message);
// Set Sender Nickname
packet.name = user->resolver.name;
// Send Data
int iResult = send(peer->stream, (const char*)&packet, sizeof(packet), 0);
if (iResult < 0) ERROR_LOG(SCENET, "AdhocServer: spread_message[send peer chat] (Socket error %d)", errno);
// Move Pointer
peer = peer->group_next;
// Increase Broadcast Range Counter
counter++;
}
// Message Sent
if(counter > 0)
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
char safegroupstr[9];
memset(safegroupstr, 0, sizeof(safegroupstr));
strncpy(safegroupstr, (char *)user->group->group.data, ADHOCCTL_GROUPNAME_LEN);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) sent \"%s\" to %d players in %s group %s", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], message, counter, safegamestr, safegroupstr);
}
// Exit Function
return;
}
// User not in a game group
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
char safegamestr[10];
memset(safegamestr, 0, sizeof(safegamestr));
strncpy(safegamestr, user->game->game.data, PRODUCT_CODE_LENGTH);
INFO_LOG(SCENET, "AdhocServer: %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u) attempted to send a text message without joining a %s group first", (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3], safegamestr);
}
// Delete User
logout_user(user);
}
/**
* Get User State
* @param user User Node
*/
int get_user_state(SceNetAdhocctlUserNode * user)
{
// Timeout Status
if((time(NULL) - user->last_recv) >= SERVER_USER_TIMEOUT) return USER_STATE_TIMED_OUT;
// Waiting Status
if(user->game == NULL) return USER_STATE_WAITING;
// Logged-In Status
return USER_STATE_LOGGED_IN;
}
/**
* Clear RX Buffer
* @param user User Node
* @param clear Number of Bytes to clear (-1 for all)
*/
void clear_user_rxbuf(SceNetAdhocctlUserNode * user, int clear)
{
// Fix Clear Length
if(clear == -1 || clear > (int)user->rxpos) clear = user->rxpos;
// Move Buffer
memmove(user->rx, user->rx + clear, sizeof(user->rx) - clear);
// Fix RX Buffer Pointer
user->rxpos -= clear;
}
/**
* Patch Game Product Code
* @param product To-be-patched Product Code
* @param from If the Product Code matches this...
* @param to ... then change it to this one.
*/
void game_product_relink(SceNetAdhocctlProductCode * product, char * from, char * to)
{
// Relink Region Code
if(strncmp(product->data, from, PRODUCT_CODE_LENGTH) == 0) strncpy(product->data, to, PRODUCT_CODE_LENGTH);
}
/**
* Game Product Override (used for mixing multi-region games)
* @param product IN: Source Product OUT: Override Product
*/
void game_product_override(SceNetAdhocctlProductCode * product)
{
// Safe Product Code
char productid[PRODUCT_CODE_LENGTH + 1];
// Prepare Safe Product Code
strncpy(productid, product->data, PRODUCT_CODE_LENGTH);
productid[PRODUCT_CODE_LENGTH] = 0;
// Database Handle
//sqlite3 * db = NULL;
// Open Database
//if(sqlite3_open(SERVER_DATABASE, &db) == SQLITE_OK)
{
// Crosslinked Flag
int crosslinked = 0;
// Exists Flag
int exists = 0;
// SQL Statements
/*const char * sql = "SELECT id_to FROM crosslinks WHERE id_from=?;";
const char * sql2 = "SELECT * FROM productids WHERE id=?;";
const char * sql3 = "INSERT INTO productids(id, name) VALUES(?, ?);";
// Prepared SQL Statement
sqlite3_stmt * statement = NULL;
// Prepare SQL Statement
if(sqlite3_prepare_v2(db, sql, strlen(sql) + 1, &statement, NULL) == SQLITE_OK)
{
// Bind SQL Statement Data
if(sqlite3_bind_text(statement, 1, productid, strlen(productid), SQLITE_STATIC) == SQLITE_OK)
{
// Found Matching Row
if(sqlite3_step(statement) == SQLITE_ROW)
{
// Grab Crosslink ID
const char * crosslink = (const char *)sqlite3_column_text(statement, 0);
// Crosslink Product Code
strncpy(product->data, crosslink, PRODUCT_CODE_LENGTH);
// Log Crosslink
INFO_LOG(SCENET, "Crosslinked %s to %s", productid, crosslink);
// Set Crosslinked Flag
crosslinked = 1;
}
}
// Destroy Prepared SQL Statement
sqlite3_finalize(statement);
}*/
for (std::vector<db_crosslink>::iterator it = crosslinks.begin(); it != crosslinks.end(); it++) {
if (IsMatch(it->id_from, productid)) {
// Grab Crosslink ID
char crosslink[PRODUCT_CODE_LENGTH + 1];
strncpy(crosslink, it->id_to, PRODUCT_CODE_LENGTH);
crosslink[PRODUCT_CODE_LENGTH] = 0; // null terminated
// Crosslink Product Code
strncpy(product->data, it->id_to, PRODUCT_CODE_LENGTH);
// Log Crosslink
INFO_LOG(SCENET, "AdhocServer: Crosslinked %s to %s", productid, crosslink);
// Set Crosslinked Flag
crosslinked = 1;
break;
}
}
// Not Crosslinked
if(!crosslinked)
{
// Prepare SQL Statement
/*if(sqlite3_prepare_v2(db, sql2, strlen(sql2) + 1, &statement, NULL) == SQLITE_OK)
{
// Bind SQL Statement Data
if(sqlite3_bind_text(statement, 1, productid, strlen(productid), SQLITE_STATIC) == SQLITE_OK)
{
// Found Matching Row
if(sqlite3_step(statement) == SQLITE_ROW)
{
// Set Exists Flag
exists = 1;
}
}
// Destroy Prepare SQL Statement
sqlite3_finalize(statement);
}*/
for (std::vector<db_productid>::iterator it = productids.begin(); it != productids.end(); it++) {
if (IsMatch(it->id, productid)) {
// Set Exists Flag
exists = 1;
break;
}
}
// Game doesn't exist in Database
if(!exists)
{
// Prepare SQL Statement
/*if(sqlite3_prepare_v2(db, sql3, strlen(sql3) + 1, &statement, NULL) == SQLITE_OK)
{
// Bind SQL Statement Data
if(sqlite3_bind_text(statement, 1, productid, strlen(productid), SQLITE_STATIC) == SQLITE_OK && sqlite3_bind_text(statement, 2, productid, strlen(productid), SQLITE_STATIC) == SQLITE_OK)
{
// Save Product ID to Database
if(sqlite3_step(statement) == SQLITE_DONE)
{
// Log Addition
INFO_LOG(SCENET, "Added Unknown Product ID %s to Database", productid);
}
}
// Destroy Prepare SQL Statement
sqlite3_finalize(statement);
}*/
db_productid unkproduct;
strncpy(unkproduct.id, productid, sizeof(unkproduct.id));
strncpy(unkproduct.name, productid, sizeof(productid));
productids.push_back(unkproduct); //productids[productids.size()] = unkproduct;
// Log Addition
INFO_LOG(SCENET, "AdhocServer: Added Unknown Product ID %s to Database", productid);
}
}
// Close Database
//sqlite3_close(db);
}
}
/**
* Update Status Logfile
*/
void update_status(void)
{
// Open Logfile
FILE * log = fopen(SERVER_STATUS_XMLOUT, "w");
// Opened Logfile
if(log != NULL)
{
// Write XML Header
fprintf(log, "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n");
// Write XSL Processor Information
fprintf(log, "<?xml-stylesheet type=\"text/xsl\" href=\"status.xsl\"?>\n");
// Output Root Tag + User Count
fprintf(log, "<prometheus usercount=\"%u\">\n", _db_user_count);
// Database Handle
//sqlite3 * db = NULL;
// Open Database
//if(sqlite3_open(SERVER_DATABASE, &db) == SQLITE_OK)
{
// Iterate Games
SceNetAdhocctlGameNode * game = _db_game; for(; game != NULL; game = game->next)
{
// Safe Product ID
char productid[PRODUCT_CODE_LENGTH + 1];
strncpy(productid, game->game.data, PRODUCT_CODE_LENGTH);
productid[PRODUCT_CODE_LENGTH] = 0;
// Display Name
char displayname[128];
memset(displayname, 0, sizeof(displayname));
// SQL Statement
//const char * sql = "SELECT name FROM productids WHERE id=?;";
// Prepared SQL Statement
//sqlite3_stmt * statement = NULL;
// Prepare SQL Statement
/*if(sqlite3_prepare_v2(db, sql, strlen(sql) + 1, &statement, NULL) == SQLITE_OK)
{
// Bind SQL Statement Data
if(sqlite3_bind_text(statement, 1, productid, strlen(productid), SQLITE_STATIC) == SQLITE_OK)
{
// Found Matching Row
if(sqlite3_step(statement) == SQLITE_ROW)
{
// Fetch Game Name from Database
const char * gamename = (const char *)sqlite3_column_text(statement, 0);
// Copy Game Name
strcpyxml(displayname, gamename, sizeof(displayname));
}
// Game not in Database
else
{
// Use Product Code as Name
strcpyxml(displayname, productid, sizeof(displayname));
}
}
// Destroy Prepared SQL Statement
sqlite3_finalize(statement);
}*/
//db_productid *foundid = NULL;
bool found = false;
for (std::vector<db_productid>::iterator it = productids.begin(); it != productids.end(); it++) {
if (IsMatch(it->id, productid)) {
// Copy Game Name
strcpyxml(displayname, it->name, sizeof(displayname));
found = true;
break;
}
}
if (!found) {
// Use Product Code as Name
strcpyxml(displayname, productid, sizeof(displayname));
}
// Output Game Tag + Game Name
fprintf(log, "\t<game name=\"%s\" usercount=\"%u\">\n", displayname, game->playercount);
// Activate User Count
uint32_t activecount = 0;
// Iterate Game Groups
SceNetAdhocctlGroupNode * group = game->group; for(; group != NULL; group = group->next)
{
// Safe Group Name
char groupname[ADHOCCTL_GROUPNAME_LEN + 1];
strncpy(groupname, (const char *)group->group.data, ADHOCCTL_GROUPNAME_LEN);
groupname[ADHOCCTL_GROUPNAME_LEN] = 0;
// Output Group Tag + Group Name + User Count
fprintf(log, "\t\t<group name=\"%s\" usercount=\"%u\">\n", strcpyxml(displayname, groupname, sizeof(displayname)), group->playercount);
// Iterate Users
SceNetAdhocctlUserNode * user = group->player; for(; user != NULL; user = user->group_next)
{
// Output User Tag + Username
fprintf(log, "\t\t\t<user>%s</user>\n", strcpyxml(displayname, (const char *)user->resolver.name.data, sizeof(displayname)));
}
// Output Closing Group Tag
fprintf(log, "\t\t</group>\n");
// Increase Active Game User Count
activecount += group->playercount;
}
// Output Idle Game Group
if(game->playercount > activecount)
{
// Output Group Tag + Group Name + Idle User Count
fprintf(log, "\t\t<group name=\"Groupless\" usercount=\"%u\" />\n", game->playercount - activecount);
}
// Output Closing Game Tag
fprintf(log, "\t</game>\n");
}
// Close Database
//sqlite3_close(db);
}
// Output Closing Root Tag
fprintf(log, "</prometheus>");
// Close Logfile
fclose(log);
}
}
/**
* Escape XML Sequences to avoid malformed XML files.
* @param out Out Buffer
* @param in In Buffer
* @param size Size of Out Buffer
* @return Reference to Out Buffer
*/
const char * strcpyxml(char * out, const char * in, uint32_t size)
{
// Valid Arguments
if(out != NULL && in != NULL && size > 0)
{
// Clear Memory
memset(out, 0, size);
// Written Size Pointer
uint32_t written = 0;
// Iterate In-Buffer Symbols
uint32_t i = 0; for(; i < strlen(in); i++)
{
// " Symbol
if(in[i] == '"')
{
// Enough Space in Out-Buffer (6B for &quot;)
if((size - written) > 6)
{
// Write Escaped Sequence
strcpy(out + written, "&quot;");
// Move Pointer
written += 6;
}
// Truncate required
else break;
}
// < Symbol
else if(in[i] == '<')
{
// Enough Space in Out-Buffer (4B for &lt;)
if((size - written) > 4)
{
// Write Escaped Sequence
strcpy(out + written, "&lt;");
// Move Pointer
written += 4;
}
// Truncate required
else break;
}
// > Symbol
else if(in[i] == '>')
{
// Enough Space in Out-Buffer (4B for &gt;)
if((size - written) > 4)
{
// Write Escaped Sequence
strcpy(out + written, "&gt;");
// Move Pointer
written += 4;
}
// Truncate required
else break;
}
// & Symbol
else if(in[i] == '&')
{
// Enough Space in Out-Buffer (5B for &amp;)
if((size - written) > 5)
{
// Write Escaped Sequence
strcpy(out + written, "&amp;");
// Move Pointer
written += 5;
}
// Truncate required
else break;
}
// Normal Character
else
{
// Enough Space in Out-Buffer (1B)
if((size - written) > 1)
{
// Write Character
out[written++] = in[i];
}
}
}
// Return Reference
return out;
}
// Invalid Arguments
return NULL;
}
/**
* Server Entry Point
* @param argc Number of Arguments
* @param argv Arguments
* @return OS Error Code
*/
int proAdhocServerThread(int port) // (int argc, char * argv[])
{
// Result
int result = 0;
INFO_LOG(SCENET, "AdhocServer: Begin of AdhocServer Thread");
// Create Signal Receiver for CTRL + C
//signal(SIGINT, interrupt);
// Create Signal Receiver for kill / killall
//signal(SIGTERM, interrupt);
// Create Listening Socket
int server = create_listen_socket(port); //SERVER_PORT
// Created Listening Socket
if(server != -1)
{
// Notify User
INFO_LOG(SCENET, "AdhocServer: Listening for Connections on TCP Port %u", port); //SERVER_PORT
// Enter Server Loop
result = server_loop(server);
// Notify User
INFO_LOG(SCENET, "AdhocServer: Shutdown complete");
}
//_status = 0;
adhocServerRunning = false;
INFO_LOG(SCENET, "AdhocServer: End of AdhocServer Thread");
// Return Result
return result;
}
/**
* Server Shutdown Request Handler
* @param sig Captured Signal
*/
void interrupt(int sig)
{
// Notify User
INFO_LOG(SCENET, "AdhocServer: Shutting down... please wait");
// Trigger Shutdown
//_status = 0;
adhocServerRunning = false;
}
/**
* Enable Address Reuse on Socket
* @param fd Socket
*/
void enable_address_reuse(int fd)
{
// Enable Value
int on = 1;
// Enable Port Reuse
setsockopt(fd, SOL_SOCKET, SO_REUSEADDR, (const char*)&on, sizeof(on));
}
/**
* Change Socket Blocking Mode
* @param fd Socket
* @param nonblocking 1 for Nonblocking, 0 for Blocking
*/
void change_blocking_mode(int fd, int nonblocking)
{
unsigned long on = 1;
unsigned long off = 0;
#ifdef _MSC_VER
if (nonblocking){
// Change to Non-Blocking Mode
ioctlsocket(fd, FIONBIO, &on);
}
else {
// Change to Blocking Mode
ioctlsocket(fd, FIONBIO, &off);
}
#else
// Change to Non-Blocking Mode
if(nonblocking) fcntl(fd, F_SETFL, O_NONBLOCK);
// Change to Blocking Mode
else
{
// Get Flags
int flags = fcntl(fd, F_GETFL);
// Remove Non-Blocking Flag
fcntl(fd, F_SETFL, flags & ~O_NONBLOCK);
}
#endif
}
/**
* Create Port-Bound Listening Socket
* @param port TCP Port
* @return Socket Descriptor
*/
int create_listen_socket(uint16_t port)
{
// Create Socket
int fd = (int)socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
// Created Socket
if(fd != -1)
{
// Enable Address Reuse
enable_address_reuse(fd); // Shouldn't Reuse the port for built-in AdhocServer to prevent conflict with Dedicated AdhocServer
// Make Socket Nonblocking
change_blocking_mode(fd, 1);
// Prepare Local Address Information
struct sockaddr_in local;
memset(&local, 0, sizeof(local));
local.sin_family = AF_INET;
local.sin_addr.s_addr = INADDR_ANY;
local.sin_port = htons(port);
// Bind Local Address to Socket
int bindresult = bind(fd, (struct sockaddr *)&local, sizeof(local));
// Bound Local Address to Socket
if(bindresult != -1)
{
// Switch Socket into Listening Mode
listen(fd, SERVER_LISTEN_BACKLOG);
// Return Socket
return fd;
}
// Notify User
else ERROR_LOG(SCENET, "AdhocServer: Bind returned %i (Socket error %d)", bindresult, errno);
// Close Socket
closesocket(fd);
}
// Notify User
else ERROR_LOG(SCENET, "AdhocServer: Socket returned %i (Socket error %d)", fd, errno);
// Return Error
return -1;
}
/**
* Server Main Loop
* @param server Server Listening Socket
* @return OS Error Code
*/
int server_loop(int server)
{
// Set Running Status
//_status = 1;
adhocServerRunning = true;
// Create Empty Status Logfile
update_status();
// Handling Loop
while (adhocServerRunning) //(_status == 1)
{
// Login Block
{
// Login Result
int loginresult = 0;
// Login Processing Loop
do
{
// Prepare Address Structure
struct sockaddr_in addr;
socklen_t addrlen = sizeof(addr);
memset(&addr, 0, sizeof(addr));
// Accept Login Requests
// loginresult = accept4(server, (struct sockaddr *)&addr, &addrlen, SOCK_NONBLOCK);
// Alternative Accept Approach (some Linux Kernel don't support the accept4 Syscall... wtf?)
loginresult = accept(server, (struct sockaddr *)&addr, &addrlen);
if(loginresult != -1)
{
// Switch Socket into Non-Blocking Mode
change_blocking_mode(loginresult, 1);
}
// Login User (Stream)
if (loginresult != -1) {
u32_le sip = addr.sin_addr.s_addr;
if (sip == 0x0100007f) { //127.0.0.1 should be replaced with LAN/WAN IP whenever available
char str[100];
gethostname(str, 100);
u8 *pip = (u8*)&sip;
if (gethostbyname(str)->h_addrtype == AF_INET && gethostbyname(str)->h_addr_list[0] != NULL) pip = (u8*)gethostbyname(str)->h_addr_list[0];
sip = *(u32_le*)pip;
WARN_LOG(SCENET, "AdhocServer: Replacing IP %s with %u.%u.%u.%u", inet_ntoa(addr.sin_addr), pip[0], pip[1], pip[2], pip[3]);
}
login_user_stream(loginresult, sip);
}
} while(loginresult != -1);
}
// Receive Data from Users
SceNetAdhocctlUserNode * user = _db_user;
while(user != NULL)
{
// Next User (for safe delete)
SceNetAdhocctlUserNode * next = user->next;
// Receive Data from User
int recvresult = recv(user->stream, (char*)user->rx + user->rxpos, sizeof(user->rx) - user->rxpos, 0);
// Connection Closed or Timed Out
if(recvresult == 0 || (recvresult == -1 && errno != EAGAIN && errno != EWOULDBLOCK) || get_user_state(user) == USER_STATE_TIMED_OUT)
{
// Logout User
logout_user(user);
}
// Received Data (or leftovers in RX-Buffer)
else if(recvresult > 0 || user->rxpos > 0)
{
// New Incoming Data
if(recvresult > 0)
{
// Move RX Pointer
user->rxpos += recvresult;
// Update Death Clock
user->last_recv = time(NULL);
}
// Waiting for Login Packet
if(get_user_state(user) == USER_STATE_WAITING)
{
// Valid Opcode
if(user->rx[0] == OPCODE_LOGIN)
{
// Enough Data available
if(user->rxpos >= sizeof(SceNetAdhocctlLoginPacketC2S))
{
// Clone Packet
SceNetAdhocctlLoginPacketC2S packet = *(SceNetAdhocctlLoginPacketC2S *)user->rx;
// Remove Packet from RX Buffer
clear_user_rxbuf(user, sizeof(SceNetAdhocctlLoginPacketC2S));
// Login User (Data)
login_user_data(user, &packet);
}
}
// Invalid Opcode
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: Invalid Opcode 0x%02X in Waiting State from %u.%u.%u.%u", user->rx[0], ip[0], ip[1], ip[2], ip[3]);
// Logout User
logout_user(user);
}
}
// Logged-In User
else if(get_user_state(user) == USER_STATE_LOGGED_IN)
{
// Ping Packet
if(user->rx[0] == OPCODE_PING)
{
// Delete Packet from RX Buffer
clear_user_rxbuf(user, 1);
}
// Group Connect Packet
else if(user->rx[0] == OPCODE_CONNECT)
{
// Enough Data available
if(user->rxpos >= sizeof(SceNetAdhocctlConnectPacketC2S))
{
// Cast Packet
SceNetAdhocctlConnectPacketC2S * packet = (SceNetAdhocctlConnectPacketC2S *)user->rx;
// Clone Group Name
SceNetAdhocctlGroupName group = packet->group;
// Remove Packet from RX Buffer
clear_user_rxbuf(user, sizeof(SceNetAdhocctlConnectPacketC2S));
// Change Game Group
connect_user(user, &group);
}
}
// Group Disconnect Packet
else if(user->rx[0] == OPCODE_DISCONNECT)
{
// Remove Packet from RX Buffer
clear_user_rxbuf(user, 1);
// Leave Game Group
disconnect_user(user);
}
// Network Scan Packet
else if(user->rx[0] == OPCODE_SCAN)
{
// Remove Packet from RX Buffer
clear_user_rxbuf(user, 1);
// Send Network List
send_scan_results(user);
}
// Chat Text Packet
else if(user->rx[0] == OPCODE_CHAT)
{
// Enough Data available
if(user->rxpos >= sizeof(SceNetAdhocctlChatPacketC2S))
{
// Cast Packet
SceNetAdhocctlChatPacketC2S * packet = (SceNetAdhocctlChatPacketC2S *)user->rx;
// Clone Buffer for Message
char message[64];
memset(message, 0, sizeof(message));
strncpy(message, packet->message, sizeof(message) - 1);
// Remove Packet from RX Buffer
clear_user_rxbuf(user, sizeof(SceNetAdhocctlChatPacketC2S));
// Spread Chat Message
spread_message(user, message);
}
}
// Invalid Opcode
else
{
// Notify User
uint8_t * ip = (uint8_t *)&user->resolver.ip;
INFO_LOG(SCENET, "AdhocServer: Invalid Opcode 0x%02X in Logged-In State from %s (MAC: %02X:%02X:%02X:%02X:%02X:%02X - IP: %u.%u.%u.%u)", user->rx[0], (char *)user->resolver.name.data, user->resolver.mac.data[0], user->resolver.mac.data[1], user->resolver.mac.data[2], user->resolver.mac.data[3], user->resolver.mac.data[4], user->resolver.mac.data[5], ip[0], ip[1], ip[2], ip[3]);
// Logout User
logout_user(user);
}
}
}
// Move Pointer
user = next;
}
// Prevent needless CPU Overload (1ms Sleep)
sleep_ms(1);
// Don't do anything if it's paused, otherwise the log will be flooded
while (adhocServerRunning && Core_IsStepping()) sleep_ms(1);
}
// Free User Database Memory
free_database();
// Close Server Socket
closesocket(server);
// Return Success
return 0;
}