Fixes gateway support

This commit is contained in:
Kamron Batman 2026-03-31 00:24:39 -07:00
parent fde85a5f7c
commit e2dce0ded6
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GPG key ID: 7D81DF26D9A5D94A
7 changed files with 138 additions and 65 deletions

View file

@ -330,6 +330,12 @@ public static class AccountHandler
[OnEvent(nameof(GameServer.GameServerLoginEvent))]
public static void OnGameServerLogin(GameServer.GameLoginEventArgs e)
{
// When gateway is enabled, the GatewayLoginHandler handles login validation.
if (Systems.Gateway.GatewayConfig.Enabled)
{
return;
}
var un = e.Username;
var pw = e.Password;

View file

@ -360,22 +360,33 @@ public static class IncomingAccountPackets
var authId = reader.ReadInt32();
if (!_authIDWindow.TryGetValue(authId, out var ap))
if (Systems.Gateway.GatewayConfig.Enabled)
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Unable to find auth id.");
// Gateway mode: AuthId was generated by the gateway, not by this server.
// Skip the local _authIDWindow and seed checks -- the gateway handler validates the AuthId.
state.AuthId = authId;
state.Seeded = true;
}
if (state.AuthId != 0 && authId != state.AuthId || state.AuthId == 0 && authId != state.Seed)
else
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Invalid auth id in game login packet.");
return;
}
if (!_authIDWindow.TryGetValue(authId, out var ap))
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Unable to find auth id.");
return;
}
_authIDWindow.Remove(authId);
state.Version = ap.Version;
state.Seeded = true;
if (state.AuthId != 0 && authId != state.AuthId || state.AuthId == 0 && authId != state.Seed)
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Invalid auth id in game login packet.");
return;
}
_authIDWindow.Remove(authId);
state.Version = ap.Version;
state.Seeded = true;
}
var username = reader.ReadLatin1Safe(30);
var password = reader.ReadLatin1Safe(30);

View file

@ -21,7 +21,7 @@ public static class GatewayClient
public static bool IsReady => _httpClient != null;
public static bool IsSignalRConnected => _hubConnection?.State == HubConnectionState.Connected;
public static void Configure()
public static void Initialize()
{
if (!GatewayConfig.Enabled)
{
@ -36,53 +36,76 @@ public static class GatewayClient
};
_httpClient.DefaultRequestHeaders.Add("Authorization", $"ApiKey {GatewayConfig.ApiKey}");
// SignalR client (optional)
if (GatewayConfig.SignalREnabled)
{
var hubUrl = $"{GatewayConfig.GatewayUrl.TrimEnd('/')}/hubs/gameserver?apiKey={GatewayConfig.ApiKey}";
logger.Information("Gateway API key configured: length={Length}, first4='{First4}', last4='{Last4}'",
GatewayConfig.ApiKey.Length,
GatewayConfig.ApiKey.Length >= 4 ? GatewayConfig.ApiKey[..4] : GatewayConfig.ApiKey,
GatewayConfig.ApiKey.Length >= 4 ? GatewayConfig.ApiKey[^4..] : GatewayConfig.ApiKey);
_hubConnection = new HubConnectionBuilder()
.WithUrl(hubUrl)
.WithAutomaticReconnect(new[]
// SignalR client
var encodedApiKey = Uri.EscapeDataString(GatewayConfig.ApiKey);
var hubUrl = $"{GatewayConfig.GatewayUrl.TrimEnd('/')}/hubs/gameserver?apiKey={encodedApiKey}";
_hubConnection = new HubConnectionBuilder()
.WithUrl(hubUrl, options =>
{
// Prefer IPv4 to avoid ::1 vs 127.0.0.1 mismatch in IP allowlists
options.HttpMessageHandlerFactory = handler =>
{
TimeSpan.Zero,
TimeSpan.FromSeconds(2),
TimeSpan.FromSeconds(5),
TimeSpan.FromSeconds(10),
TimeSpan.FromSeconds(30)
})
.Build();
// Register handlers -- all marshal to game thread
_hubConnection.On<PushedSession>("PushSession", session =>
if (handler is SocketsHttpHandler socketsHandler)
{
socketsHandler.ConnectCallback = async (context, ct) =>
{
var socket = new System.Net.Sockets.Socket(
System.Net.Sockets.AddressFamily.InterNetwork,
System.Net.Sockets.SocketType.Stream,
System.Net.Sockets.ProtocolType.Tcp);
socket.NoDelay = true;
await socket.ConnectAsync(context.DnsEndPoint, ct);
return new System.Net.Sockets.NetworkStream(socket, ownsSocket: true);
};
}
return handler;
};
})
.WithAutomaticReconnect(new[]
{
Core.LoopContext.Post(() => GatewaySessionStore.Add(session), EventLoopContext.Priority.High);
});
TimeSpan.Zero,
TimeSpan.FromSeconds(2),
TimeSpan.FromSeconds(5),
TimeSpan.FromSeconds(10),
TimeSpan.FromSeconds(30)
})
.Build();
_hubConnection.On<AdminCommandData>("AdminCommand", command =>
{
Core.LoopContext.Post(() => GatewayAdminHandler.HandleCommand(command));
});
// Register handlers -- all marshal to game thread
_hubConnection.On<PushedSession>("PushSession", session =>
{
Core.LoopContext.Post(() => GatewaySessionStore.Add(session), EventLoopContext.Priority.High);
});
_hubConnection.On("Ping", () =>
{
// No-op, connection keep-alive handled by SignalR internally
});
_hubConnection.On<AdminCommandData>("AdminCommand", command =>
{
Core.LoopContext.Post(() => GatewayAdminHandler.HandleCommand(command));
});
_hubConnection.Reconnected += connectionId =>
{
logger.Information("SignalR reconnected to gateway (ConnectionId: {Id})", connectionId);
return Task.CompletedTask;
};
_hubConnection.On("Ping", () =>
{
// No-op, connection keep-alive handled by SignalR internally
});
_hubConnection.Closed += error =>
{
logger.Warning("SignalR connection to gateway closed: {Message}", error?.Message ?? "clean disconnect");
return Task.CompletedTask;
};
_hubConnection.Reconnected += connectionId =>
{
logger.Information("SignalR reconnected to gateway (ConnectionId: {Id})", connectionId);
return Task.CompletedTask;
};
// Connect after server starts (via EventSink.ServerStarted)
}
_hubConnection.Closed += error =>
{
logger.Warning("SignalR connection to gateway closed: {Message}", error?.Message ?? "clean disconnect");
return Task.CompletedTask;
};
// Connect after server starts (via EventSink.ServerStarted)
}
/// <summary>
@ -112,6 +135,16 @@ public static class GatewayClient
_hubConnection?.InvokeAsync("Heartbeat", new { data.PlayerCount, data.MaxPlayers, data.IsOnline })
?? Task.CompletedTask;
public static Task SyncAccountStateAsync(string username, string accessLevel, bool isBanned)
{
if (_hubConnection?.State != HubConnectionState.Connected)
{
return Task.CompletedTask;
}
return _hubConnection.SendAsync("SyncAccountState", new { username, accessLevel, isBanned });
}
public static async Task<GameLoginResponse?> ValidateSessionAsync(int authId)
{
if (_hubConnection?.State != HubConnectionState.Connected)
@ -127,7 +160,7 @@ public static class GatewayClient
return null;
}
return new GameLoginResponse(result.Valid, result.Reason, result.GameAccountId, result.AccessLevel);
return new GameLoginResponse(result.Valid, result.Reason, result.GameAccountId, result.AccessLevel, result.ClientVersion);
}
catch (Exception ex)
{
@ -159,7 +192,8 @@ public static class GatewayClient
[property: JsonPropertyName("accepted")] bool Accepted,
[property: JsonPropertyName("reason")] string? Reason,
[property: JsonPropertyName("accountId")] Guid? AccountId,
[property: JsonPropertyName("accessLevel")] string? AccessLevel
[property: JsonPropertyName("accessLevel")] string? AccessLevel,
[property: JsonPropertyName("clientVersion")] string? ClientVersion
);
public record AdminCommandData(
@ -171,6 +205,7 @@ public static class GatewayClient
[property: JsonPropertyName("valid")] bool Valid,
[property: JsonPropertyName("gameAccountId")] Guid? GameAccountId,
[property: JsonPropertyName("accessLevel")] string? AccessLevel,
[property: JsonPropertyName("reason")] string? Reason
[property: JsonPropertyName("reason")] string? Reason,
[property: JsonPropertyName("clientVersion")] string? ClientVersion
);
}

View file

@ -18,7 +18,6 @@ public static class GatewayConfig
public static string ApiKey { get; private set; } = "";
public static int HeartbeatIntervalSeconds { get; private set; }
public static int MaxPlayers { get; private set; }
public static bool SignalREnabled { get; private set; }
public static void Configure()
{
@ -33,7 +32,6 @@ public static class GatewayConfig
ApiKey = ServerConfiguration.GetOrUpdateSetting("gateway.apiKey", "");
HeartbeatIntervalSeconds = ServerConfiguration.GetOrUpdateSetting("gateway.heartbeatIntervalSeconds", 30);
MaxPlayers = ServerConfiguration.GetOrUpdateSetting("gateway.maxPlayers", 200);
SignalREnabled = ServerConfiguration.GetOrUpdateSetting("gateway.signalREnabled", false);
if (string.IsNullOrWhiteSpace(ApiKey))
{

View file

@ -37,8 +37,7 @@ public static class GatewayHeartbeat
// Send first heartbeat immediately
SendHeartbeat();
// Connect SignalR if enabled
if (GatewayConfig.SignalREnabled)
// Connect SignalR
{
_ = GatewayClient.ConnectSignalRAsync();
}

View file

@ -41,7 +41,13 @@ public static class GatewayLoginHandler
// Fast path: check local pushed session store (O(1), no network)
if (GatewaySessionStore.TryConsume(authId, out var session))
{
logger.Information("Login: {NetState} Account '{Username}' accepted via pushed session", state, username);
logger.Information("Login: {NetState} Account '{Username}' accepted via pushed session (fast path)", state, username);
// Set client version from the pushed session before the packet handler sends the response
if (state.Version == null && session.ClientVersion != null)
{
state.Version = new ClientVersion(session.ClientVersion);
}
state.Version ??= ClientVersion.Version70654;
AcceptLogin(e, state, username, session.AccessLevel);
return;
}
@ -107,9 +113,9 @@ public static class GatewayLoginHandler
return;
}
// Gateway accepted -- use common accept logic (deferred path)
logger.Information("Login: {NetState} Account '{Username}' at character list (via Gateway)", state, username);
AcceptLoginDeferred(state, username, response.AccessLevel);
// Gateway accepted -- use deferred accept logic (sends packets directly)
logger.Information("Login: {NetState} Account '{Username}' at character list (via Gateway, deferred path)", state, username);
AcceptLoginDeferred(state, username, response.AccessLevel, response.ClientVersion);
}
/// <summary>
@ -133,13 +139,16 @@ public static class GatewayLoginHandler
state.CityInfo = CharacterCreation.GetStartingCities();
e.Accepted = true;
e.CityInfo = CharacterCreation.GetStartingCities();
// Sync real account state back to gateway
_ = GatewayClient.SyncAccountStateAsync(username, acct.AccessLevel.ToString(), acct.Banned);
}
/// <summary>
/// Handles login acceptance for the deferred path (after async network validation).
/// Sends packets directly since the original packet handler has already returned.
/// </summary>
private static void AcceptLoginDeferred(NetState state, string username, string accessLevel)
private static void AcceptLoginDeferred(NetState state, string username, string accessLevel, string clientVersion = null)
{
var acct = FindOrCreateAccount(state, username, accessLevel);
@ -156,9 +165,23 @@ public static class GatewayLoginHandler
state.CityInfo = CharacterCreation.GetStartingCities();
// Send the same packets that IncomingAccountPackets.GameLogin sends on e.Accepted = true
// The game server connection doesn't have the client version (0xEF goes to the login server,
// not the game server). Set it from the gateway session data, or fall back to latest known.
if (state.Version == null)
{
state.Version = clientVersion != null
? new ClientVersion(clientVersion)
: ClientVersion.Version70654;
}
state.CompressionEnabled = true;
state.SendSupportedFeature();
state.SendCharacterList();
// Sync the real account state back to the gateway (access level, ban status).
// This ensures the gateway DB reflects the game server's actual state,
// especially for accounts that existed before the gateway was deployed.
_ = GatewayClient.SyncAccountStateAsync(username, acct.AccessLevel.ToString(), acct.Banned);
}
/// <summary>

View file

@ -18,7 +18,7 @@ public static class GatewaySessionStore
public static void Configure()
{
if (!GatewayConfig.Enabled || !GatewayConfig.SignalREnabled)
if (!GatewayConfig.Enabled)
{
return;
}
@ -87,5 +87,6 @@ public record PushedSession(
string Username,
string AccessLevel,
string ClientIP,
string? ClientVersion,
DateTime ExpiresAt
);