~starkingdoms/starkingdoms

ref: e378598a9c714b9d9fbb7d33947bae464c4f1aaa starkingdoms/crates/server/src/player/client_login.rs -rw-r--r-- 12.2 KiB
e378598a — core asset system cleanup 8 months ago
                                                                                
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use std::{collections::HashMap, net::SocketAddr};

use bevy::{math::vec2, prelude::*};
use bevy_rapier2d::prelude::*;
use hmac::{Hmac, Mac};
use jwt::VerifyWithKey;
use rand::Rng;
use sha2::Sha256;
use starkingdoms_common::{packet::{MessageType, Packet, Part, Planet, ProtoPartFlags}, proto_part_flags, proto_transform, unpack_savefile, PartType as c_PartType, PlanetType as c_PlanetType};

use crate::{
    config::StkConfig, crafting::components::{IsMining, VarietyMaterialStorage}, module::{
        component::{Attach, CanAttach, LooseAttach, PartBundle, PartFlags, PartType},
        save::load_savefile,
    }, planet::PlanetType, ws::{PacketMessageConvert, WsEvent}, AppKeys, UserToken, CLIENT_SCALE
};

use super::component::{Input, Player};

pub fn join_auth(
    jwt: Option<String>,
    app_keys: AppKeys,
    from: &SocketAddr,
    event_queue: &mut Vec<WsEvent>,
    server_config: StkConfig,
) -> bool {
    if let Some(token) = jwt {
        let key: Hmac<Sha256> = Hmac::new_from_slice(&app_keys.app_key).unwrap();
        let claims: UserToken = match token.verify_with_key(&key) {
            Ok(c) => c,
            Err(e) => {
                event_queue.push(WsEvent::Send {
                    to: *from,
                    message: Packet::Message { message_type: MessageType::Error, actor: "SERVER".to_string(), content: format!("Token is invalid or verification failed: {e}. Please log in again, or contact StarKingdoms staff if the problem persists.") }.into_message(),
                });
                event_queue.push(WsEvent::Close { addr: *from });
                return false;
            }
        };

        if claims.permission_level < server_config.security.required_permission_level {
            event_queue.push(WsEvent::Send {
                to: *from,
                message: Packet::Message { message_type: MessageType::Error, actor: "SERVER".to_string(), content: format!("Permission level {} is too low, {} is required. If your permissions were just changed, you need to log out and log back in for the change to take effect. If you believe this is a mistake, contact StarKingdoms staff.", claims.permission_level, server_config.security.required_permission_level) }.into_message(),
            });
            event_queue.push(WsEvent::Close { addr: *from });
            return false;
        }

        event_queue.push(WsEvent::Send {
            to: *from,
            message: Packet::Message { message_type: MessageType::Server, actor: "StarKingdoms Team".to_string(), content: "Thank you for participating in the StarKingdoms private alpha! Your feedback is essential to improving the game, so please give us any feedback you have in the Discord! <3".to_string() }.into_message(),
        });
    } else if server_config.security.required_permission_level != 0 {
        event_queue.push(WsEvent::Send {
            to: *from,
            message: Packet::Message { message_type: MessageType::Error, actor: "SERVER".to_string(), content: "Authentication is required to join this server at the moment. Log in and try again, or try again later.".to_string() }.into_message(),
        });
        event_queue.push(WsEvent::Close { addr: *from });
        return false;
    }
    true
}

pub fn spawn_player(
    commands: &mut Commands,
    from: &SocketAddr,
    username: String,
) -> (Entity, Transform, Player) {
    // generate random angle
    let angle: f32 = {
        let mut rng = rand::thread_rng();
        rng.gen::<f32>() * std::f32::consts::PI * 2.
    };
    // convert to cartesian with 30.0 meter radius
    let mut transform = Transform::from_xyz(angle.cos() * 30.0, angle.sin() * 30.0, 0.0);
    transform.rotate_z(angle);
    transform.translation += Vec3::new(6000.0, 0.0, 0.0);
    let player_comp = Player {
        addr: *from,
        username,
        input: Input::default(),
        selected: None,
        save_eligibility: false,
        energy_capacity: part!(c_PartType::Hearty.into()).energy_capacity,
        energy: part!(c_PartType::Hearty.into()).energy_capacity,
    };
    let mut entity_id = commands.spawn(PartBundle {
        part_type: c_PartType::Hearty.into(),
        transform: TransformBundle::from(transform),
        flags: PartFlags { attached: false },
        ..default()
    });
    entity_id
        .insert(VarietyMaterialStorage {
            materials: HashMap::new(),
            capacity: 200,
        })
        .insert(IsMining(false))
        .insert(Collider::cuboid(0.5, 0.5))
        .insert(AdditionalMassProperties::MassProperties(MassProperties {
            local_center_of_mass: vec2(0.0, 0.0),
            mass: part!(c_PartType::Hearty.into()).mass,
            principal_inertia: 7.5,
        }));
    (entity_id.id(), transform, player_comp)
}

pub fn load_save(
    commands: &mut Commands,
    transform: Transform,
    id: Entity,
    save: Option<String>,
    app_keys: AppKeys,
    attached_query: &mut Query<
        (
            Entity,
            &PartType,
            &mut Transform,
            &mut Attach,
            &Velocity,
            Option<&CanAttach>,
            Option<&LooseAttach>,
            &mut PartFlags,
        ),
        (Without<PlanetType>, Without<Player>),
    >,
    part_query: &mut Query<
        (
            Entity,
            &PartType,
            &mut Transform,
            &mut Velocity,
            Option<&LooseAttach>,
            &mut PartFlags,
        ),
        (Without<PlanetType>, Without<Player>, Without<Attach>),
    >,
    player_query: &mut Query<
        (
            Entity,
            &mut Player,
            &Transform,
            &Velocity,
            &mut Attach,
            &mut PartFlags,
        ),
        Without<PlanetType>,
    >,
    player_comp: &mut Player,
    attach: &mut Attach,
    from: &SocketAddr,
    event_queue: &mut Vec<WsEvent>,
) {
    if let Some(save) = save {
        // attempt to decode the savefile
        if let Ok(savefile) = unpack_savefile(&app_keys.app_key, save) {
            // HEY! GHOSTLY! THIS SAVE FILE IS VALID! PLEASE LOAD IT!
            // THANKS!

            let (children, module_counts) = load_savefile(
                commands,
                transform,
                id,
                id,
                savefile.children,
                attached_query,
                part_query,
                player_query,
                player_comp,
            );
            // update energy and children
            player_comp.energy = player_comp.energy_capacity;
            attach.children = children;
        } else {
            let packet = Packet::Message {
                message_type: MessageType::Error,
                actor: "SERVER".to_string(),
                content: "Savefile signature corrupted or inner data invalid. Save was not loaded. Contact StarKingdoms staff for assistance.".to_string(),
            };
            event_queue.push(WsEvent::Send {
                to: *from,
                message: packet.into_message(),
            });
        }
    } else {
        // nothing to do
    }
}

pub fn packet_stream(
    planet_query: &Query<(Entity, &PlanetType, &Transform)>,
    event_queue: &mut Vec<WsEvent>,
    from: &SocketAddr,
    player_query: &Query<
        (
            Entity,
            &mut Player,
            &Transform,
            &Velocity,
            &mut Attach,
            &mut PartFlags,
        ),
        Without<PlanetType>,
    >,
    index: u32,
    username: String,
    part_query: &Query<
        (
            Entity,
            &PartType,
            &mut Transform,
            &mut Velocity,
            Option<&LooseAttach>,
            &mut PartFlags,
        ),
        (Without<PlanetType>, Without<Player>, Without<Attach>),
    >,
    attached_query: &Query<
        (
            Entity,
            &PartType,
            &mut Transform,
            &mut Attach,
            &Velocity,
            Option<&CanAttach>,
            Option<&LooseAttach>,
            &mut PartFlags,
        ),
        (Without<PlanetType>, Without<Player>),
    >,
    transform: Transform,
) {
    // response in the handshake
    let packet = Packet::LoginResponse {
        id: index,
    };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });
    // tell this player the planets
    let mut planets = Vec::new();
    for (entity, planet_type, transform) in planet_query.iter() {
        let translation = transform.translation;
        planets.push((
            entity.index(),
            Planet {
                planet_type: planet_type.0,
                transform: proto_transform!(Transform::from_translation(
                    translation * CLIENT_SCALE
                )),
                radius: planet!(*planet_type).size * CLIENT_SCALE,
            },
        ));
    }
    let packet = Packet::PlanetPositions { planets };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });

    // tell the player already existing users
    let mut players = Vec::new();
    for (entity, player, _, _, _, _) in player_query.iter() {
        players.push((entity.index(), player.username.clone()));
    }
    let packet = Packet::PlayerList { players };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });

    // tell other players that a player has spawned in
    let packet = Packet::SpawnPlayer {
        id: index,
        username: username.to_string(),
    };
    event_queue.push(WsEvent::Broadcast {
        message: packet.into_message(),
    });
    let packet = Packet::Message {
        message_type: MessageType::Server,
        actor: "SERVER".to_string(),
        content: format!("{} has joined the server!", username),
    };
    event_queue.push(WsEvent::Broadcast {
        message: packet.into_message(),
    });

    // tell the player where parts are
    let mut parts = Vec::new();
    for (entity, part_type, transform, _, _, flags) in part_query.iter() {
        parts.push((
            entity.index(),
            Part {
                part_type: part_type.0,
                transform: proto_transform!(Transform::from_translation(
                    transform.translation * CLIENT_SCALE
                )),
                flags: proto_part_flags!(flags),
            },
        ));
    }
    for (entity, part_type, transform, _, _, _, _, flags) in attached_query.iter() {
        parts.push((
            entity.index(),
            Part {
                part_type: part_type.0,
                transform: proto_transform!(Transform::from_translation(
                    transform.translation * CLIENT_SCALE
                )),
                flags: proto_part_flags!(flags),
            },
        ));
    }
    parts.push((
        index,
        Part {
            part_type: c_PartType::Hearty.into(),
            transform: proto_transform!(Transform::from_translation(transform.translation)
                .with_rotation(transform.rotation)),
            flags: ProtoPartFlags { attached: false },
        },
    ));
    for part in parts {
        let packet = Packet::SpawnPart { id: part.0, part: part.1 };
        event_queue.push(WsEvent::Send {
            to: *from,
            message: packet.into_message(),
        });
    }

    // and send the welcome message :)
    let packet = Packet::Message {
        message_type: MessageType::Server,
        actor: "SERVER".to_string(),
        content: format!(
            "starkingdoms-server v{} says hello",
            env!("CARGO_PKG_VERSION")
        ),
    };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });
    let packet = Packet::Message {
        message_type: MessageType::Server,
        actor: "SERVER".to_string(),
        content: "Welcome to StarKingdoms.IO! Have fun!".to_string(),
    };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });
    let packet = Packet::Message {
        message_type: MessageType::Server,
        actor: "SERVER".to_string(),
        content: "Found a bug? Have a feature request? Please bring this and all other feedback to the game's official Discord server! Join here: https://discord.gg/3u7Yw8DWtQ".to_string(),
    };
    event_queue.push(WsEvent::Send {
        to: *from,
        message: packet.into_message(),
    });
}