mirror of
https://github.com/timvisee/lazymc.git
synced 2025-05-19 04:40:22 -07:00
665 lines
23 KiB
Rust
665 lines
23 KiB
Rust
use std::io::ErrorKind;
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use std::ops::Deref;
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use std::sync::Arc;
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use std::time::Duration;
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use bytes::BytesMut;
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use futures::FutureExt;
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use minecraft_protocol::decoder::Decoder;
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use minecraft_protocol::version::v1_14_4::login::{
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LoginPluginRequest, LoginPluginResponse, LoginStart, LoginSuccess, SetCompression,
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};
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use tokio::io::AsyncWriteExt;
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use tokio::net::tcp::{ReadHalf, WriteHalf};
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use tokio::net::TcpStream;
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use tokio::select;
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use tokio::time;
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use crate::config::*;
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use crate::forge;
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use crate::mc::uuid;
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use crate::net;
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use crate::proto;
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use crate::proto::client::{Client, ClientInfo, ClientState};
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use crate::proto::packets::play::join_game::JoinGameData;
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use crate::proto::{packet, packets};
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use crate::proxy;
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use crate::server::{Server, State};
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/// Interval to send keep-alive packets at.
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pub const KEEP_ALIVE_INTERVAL: Duration = Duration::from_secs(10);
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/// Timeout for creating new server connection for lobby client.
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const SERVER_CONNECT_TIMEOUT: Duration = Duration::from_secs(2 * 60);
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/// Timeout for server sending join game packet.
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///
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/// When the play state is reached, the server should immeditely respond with a join game packet.
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/// This defines the maximum timeout for waiting on it.
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const SERVER_JOIN_GAME_TIMEOUT: Duration = Duration::from_secs(20);
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/// Time to wait before responding to newly connected server.
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///
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/// Notchian servers are slow, we must wait a little before sending play packets, because the
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/// server needs time to transition the client into this state.
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/// See warning at: <https://wiki.vg/Protocol#Login_Success>
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const SERVER_WARMUP: Duration = Duration::from_secs(1);
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/// Serve lobby service for given client connection.
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///
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/// The client must be in the login state, or this will error.
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// TODO: do not drop error here, return Box<dyn Error>
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// TODO: on error, nicely kick client with message
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pub async fn serve(
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client: &Client,
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client_info: ClientInfo,
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mut inbound: TcpStream,
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config: Arc<Config>,
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server: Arc<Server>,
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queue: BytesMut,
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) -> Result<(), ()> {
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let (mut reader, mut writer) = inbound.split();
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// Client must be in login state
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if client.state() != ClientState::Login {
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error!(target: "lazymc::lobby", "Client reached lobby service with invalid state: {:?}", client.state());
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return Err(());
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}
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// We must have useful client info
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if client_info.username.is_none() {
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error!(target: "lazymc::lobby", "Client username is unknown, closing connection");
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return Err(());
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}
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// Incoming buffer
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let mut inbound_buf = queue;
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loop {
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// Read packet from stream
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let (packet, _raw) = match packet::read_packet(client, &mut inbound_buf, &mut reader).await
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{
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Ok(Some(packet)) => packet,
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Ok(None) => break,
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Err(_) => {
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error!(target: "lazymc", "Closing connection, error occurred");
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break;
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}
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};
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// Grab client state
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let client_state = client.state();
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// Hijack login start
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if client_state == ClientState::Login && packet.id == packets::login::SERVER_LOGIN_START {
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// Parse login start packet
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let login_start = LoginStart::decode(&mut packet.data.as_slice()).map_err(|_| ())?;
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debug!(target: "lazymc::lobby", "Login on lobby server (user: {})", login_start.name);
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// Replay Forge payload
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if config.server.forge {
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forge::replay_login_payload(client, &mut inbound, server.clone(), &mut inbound_buf)
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.await?;
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let (_returned_reader, returned_writer) = inbound.split();
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writer = returned_writer;
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}
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// Respond with set compression if compression is enabled based on threshold
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if proto::COMPRESSION_THRESHOLD >= 0 {
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trace!(target: "lazymc::lobby", "Enabling compression for lobby client because server has it enabled (threshold: {})", proto::COMPRESSION_THRESHOLD);
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respond_set_compression(client, &mut writer, proto::COMPRESSION_THRESHOLD).await?;
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client.set_compression(proto::COMPRESSION_THRESHOLD);
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}
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// Respond with login success, switch to play state
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respond_login_success(client, &mut writer, &login_start).await?;
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client.set_state(ClientState::Play);
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trace!(target: "lazymc::lobby", "Client login success, sending required play packets for lobby world");
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// Send packets to client required to get into workable play state for lobby world
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send_lobby_play_packets(client, &client_info, &mut writer, &server).await?;
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// Wait for server to come online
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stage_wait(client, &client_info, &server, &config, &mut writer).await?;
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// Start new connection to server
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let server_client_info = client_info.clone();
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let (server_client, mut outbound, mut server_buf) =
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connect_to_server(&server_client_info, &inbound, &config).await?;
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let (returned_reader, returned_writer) = inbound.split();
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reader = returned_reader;
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writer = returned_writer;
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// Grab join game packet from server
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let join_game_data = wait_for_server_join_game(
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&server_client,
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&server_client_info,
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&mut outbound,
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&mut server_buf,
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)
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.await?;
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// Reset lobby title
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packets::play::title::send(client, &client_info, &mut writer, "").await?;
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// Play ready sound if configured
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play_lobby_ready_sound(client, &client_info, &mut writer, &config).await?;
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// Wait a second because Notchian servers are slow
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// See: https://wiki.vg/Protocol#Login_Success
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trace!(target: "lazymc::lobby", "Waiting a second before relaying client connection...");
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time::sleep(SERVER_WARMUP).await;
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// Send respawn packet, initiates teleport to real server world
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packets::play::respawn::lobby_send(client, &client_info, &mut writer, join_game_data)
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.await?;
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// Drain inbound connection so we don't confuse the server
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// TODO: can we void everything? we might need to forward everything to server except
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// for some blacklisted ones
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trace!(target: "lazymc::lobby", "Voiding remaining incoming lobby client data before relay to real server");
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drain_stream(&mut reader).await?;
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// Client and server connection ready now, move client to proxy
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debug!(target: "lazymc::lobby", "Server connection ready, relaying lobby client to proxy");
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route_proxy(inbound, outbound, server_buf);
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return Ok(());
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}
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// Show unhandled packet warning
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debug!(target: "lazymc", "Got unhandled packet:");
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debug!(target: "lazymc", "- State: {:?}", client_state);
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debug!(target: "lazymc", "- Packet ID: 0x{:02X} ({})", packet.id, packet.id);
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}
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// Gracefully close connection
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net::close_tcp_stream(inbound).await.map_err(|_| ())?;
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Ok(())
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}
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/// Respond to client with a set compression packet.
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async fn respond_set_compression(
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client: &Client,
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writer: &mut WriteHalf<'_>,
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threshold: i32,
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) -> Result<(), ()> {
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packet::write_packet(SetCompression { threshold }, client, writer).await
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}
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/// Respond to client with login success packet
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// TODO: support online mode here
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async fn respond_login_success(
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client: &Client,
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writer: &mut WriteHalf<'_>,
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login_start: &LoginStart,
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) -> Result<(), ()> {
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packet::write_packet(
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LoginSuccess {
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uuid: uuid::offline_player_uuid(&login_start.name),
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username: login_start.name.clone(),
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},
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client,
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writer,
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)
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.await
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}
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/// Play lobby ready sound effect if configured.
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async fn play_lobby_ready_sound(
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client: &Client,
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client_info: &ClientInfo,
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writer: &mut WriteHalf<'_>,
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config: &Config,
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) -> Result<(), ()> {
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if let Some(sound_name) = config.join.lobby.ready_sound.as_ref() {
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// Must not be empty string
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if sound_name.trim().is_empty() {
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warn!(target: "lazymc::lobby", "Lobby ready sound effect is an empty string, you should remove the configuration item instead");
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return Ok(());
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}
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// Play sound effect
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packets::play::player_pos::send(client, client_info, writer).await?;
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packets::play::sound::send(client, client_info, writer, sound_name).await?;
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}
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Ok(())
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}
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/// Send packets to client to get workable play state for lobby world.
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async fn send_lobby_play_packets(
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client: &Client,
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client_info: &ClientInfo,
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writer: &mut WriteHalf<'_>,
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server: &Server,
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) -> Result<(), ()> {
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// See: https://wiki.vg/Protocol_FAQ#What.27s_the_normal_login_sequence_for_a_client.3F
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// Send initial game join
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packets::play::join_game::lobby_send(client, client_info, writer, server).await?;
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// Send server brand
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packets::play::server_brand::send(client, client_info, writer).await?;
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// Send spawn and player position, disables 'download terrain' screen
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packets::play::player_pos::send(client, client_info, writer).await?;
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// Notify client of world time, required once before keep-alive packets
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packets::play::time_update::send(client, client_info, writer).await?;
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Ok(())
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}
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/// An infinite keep-alive loop.
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///
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/// This will keep sending keep-alive and title packets to the client until it is dropped.
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async fn keep_alive_loop(
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client: &Client,
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client_info: &ClientInfo,
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writer: &mut WriteHalf<'_>,
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config: &Config,
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) -> Result<(), ()> {
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let mut interval = time::interval(KEEP_ALIVE_INTERVAL);
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loop {
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interval.tick().await;
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trace!(target: "lazymc::lobby", "Sending keep-alive sequence to lobby client");
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// Send keep alive and title packets
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packets::play::keep_alive::send(client, client_info, writer).await?;
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packets::play::title::send(client, client_info, writer, &config.join.lobby.message).await?;
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// TODO: verify we receive correct keep alive response
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}
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}
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/// Waiting stage.
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///
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/// In this stage we wait for the server to come online.
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///
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/// During this stage we keep sending keep-alive and title packets to the client to keep it active.
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async fn stage_wait(
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client: &Client,
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client_info: &ClientInfo,
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server: &Server,
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config: &Config,
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writer: &mut WriteHalf<'_>,
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) -> Result<(), ()> {
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select! {
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a = keep_alive_loop(client, client_info, writer, config) => a,
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b = wait_for_server(server, config) => b,
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}
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}
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/// Wait for the server to come online.
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///
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/// Returns `Ok(())` once the server is online, returns `Err(())` if waiting failed.
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async fn wait_for_server(server: &Server, config: &Config) -> Result<(), ()> {
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debug!(target: "lazymc::lobby", "Waiting on server to come online...");
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// A task to wait for suitable server state
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// Waits for started state, errors if stopping/stopped state is reached
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let task_wait = async {
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let mut state = server.state_receiver();
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loop {
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// Wait for state change
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state.changed().await.unwrap();
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match state.borrow().deref() {
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// Still waiting on server start
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State::Starting => {
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trace!(target: "lazymc::lobby", "Server not ready, holding client for longer");
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continue;
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}
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// Server started, start relaying and proxy
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State::Started => {
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break true;
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}
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// Server stopping, this shouldn't happen, kick
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State::Stopping | State::Stopped => {
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break false;
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}
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}
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}
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};
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// Wait for server state with timeout
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let timeout = Duration::from_secs(config.join.lobby.timeout as u64);
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match time::timeout(timeout, task_wait).await {
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// Relay client to proxy
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Ok(true) => {
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debug!(target: "lazymc::lobby", "Server ready for lobby client");
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return Ok(());
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}
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// Server stopping/stopped, this shouldn't happen, disconnect
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Ok(false) => {}
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// Timeout reached, disconnect
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Err(_) => {
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warn!(target: "lazymc::lobby", "Lobby client waiting for server to come online reached timeout of {}s", timeout.as_secs());
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}
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}
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Err(())
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}
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/// Create connection to the server, with timeout.
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///
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/// This will initialize the connection to the play state. Client details are used.
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async fn connect_to_server(
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client_info: &ClientInfo,
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inbound: &TcpStream,
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config: &Config,
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) -> Result<(Client, TcpStream, BytesMut), ()> {
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time::timeout(
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SERVER_CONNECT_TIMEOUT,
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connect_to_server_no_timeout(client_info, inbound, config),
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)
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.await
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.map_err(|_| {
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error!(target: "lazymc::lobby", "Creating new server connection for lobby client timed out after {}s", SERVER_CONNECT_TIMEOUT.as_secs());
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})?
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}
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/// Create connection to the server, with no timeout.
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///
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/// This will initialize the connection to the play state. Client details are used.
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// TODO: clean this up
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async fn connect_to_server_no_timeout(
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client_info: &ClientInfo,
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inbound: &TcpStream,
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config: &Config,
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) -> Result<(Client, TcpStream, BytesMut), ()> {
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// Open connection
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// TODO: on connect fail, ping server and redirect to serve_status if offline
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let mut outbound = TcpStream::connect(config.server.address)
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.await
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.map_err(|_| ())?;
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// Add proxy header
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if config.server.send_proxy_v2 {
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trace!(target: "lazymc::lobby", "Sending client proxy header for server connection");
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outbound
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.write_all(&proxy::stream_proxy_header(inbound).map_err(|_| ())?)
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.await
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.map_err(|_| ())?;
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}
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// Construct temporary server client
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let tmp_client = match outbound.local_addr() {
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Ok(addr) => Client::new(addr),
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Err(_) => Client::dummy(),
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};
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tmp_client.set_state(ClientState::Login);
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let (mut reader, mut writer) = outbound.split();
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// Replay client handshake packet
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assert_eq!(
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client_info.handshake.as_ref().unwrap().next_state,
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ClientState::Login.to_id(),
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"Client handshake should have login as next state"
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);
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packet::write_packet(
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client_info.handshake.clone().unwrap(),
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&tmp_client,
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&mut writer,
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)
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.await?;
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// Request login start
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packet::write_packet(
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LoginStart {
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name: client_info.username.clone().ok_or(())?,
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},
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&tmp_client,
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&mut writer,
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)
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.await?;
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// Incoming buffer
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let mut buf = BytesMut::new();
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loop {
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// Read packet from stream
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let (packet, _raw) = match packet::read_packet(&tmp_client, &mut buf, &mut reader).await {
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Ok(Some(packet)) => packet,
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Ok(None) => break,
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Err(_) => {
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error!(target: "lazymc::lobby", "Closing connection, error occurred");
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break;
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}
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};
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// Grab client state
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let client_state = tmp_client.state();
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// Catch set compression
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if client_state == ClientState::Login && packet.id == packets::login::CLIENT_SET_COMPRESSION
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{
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// Decode compression packet
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let set_compression =
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SetCompression::decode(&mut packet.data.as_slice()).map_err(|_| ())?;
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// Client and server compression threshold should match, show warning if not
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if set_compression.threshold != proto::COMPRESSION_THRESHOLD {
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error!(
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target: "lazymc::lobby",
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"Compression threshold sent to lobby client does not match threshold from server, this may cause errors (client: {}, server: {})",
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proto::COMPRESSION_THRESHOLD,
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set_compression.threshold
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);
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}
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// Set client compression
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tmp_client.set_compression(set_compression.threshold);
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continue;
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}
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// Catch encryption requests
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if client_state == ClientState::Login
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&& packet.id == packets::login::CLIENT_ENCRYPTION_REQUEST
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{
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error!(
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target: "lazymc::lobby",
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"Got encryption request from server, this is unsupported. Server must be in offline mode to use lobby.",
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);
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break;
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}
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// Hijack login plugin request
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if client_state == ClientState::Login
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&& packet.id == packets::login::CLIENT_LOGIN_PLUGIN_REQUEST
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{
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// Decode login plugin request
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let plugin_request =
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LoginPluginRequest::decode(&mut packet.data.as_slice()).map_err(|err| {
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dbg!(err);
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})?;
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// Respond with Forge messages
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if config.server.forge {
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trace!(target: "lazymc::lobby", "Got login plugin request from server, responding with Forge reply");
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// Respond to Forge login plugin request
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forge::respond_login_plugin_request(&tmp_client, plugin_request, &mut writer)
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.await?;
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continue;
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}
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warn!(target: "lazymc::lobby", "Got unexpected login plugin request from server, you may need to enable Forge support");
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// Write unsuccesful login plugin response
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packet::write_packet(
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LoginPluginResponse {
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message_id: plugin_request.message_id,
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successful: false,
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data: vec![],
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},
|
|
&tmp_client,
|
|
&mut writer,
|
|
)
|
|
.await?;
|
|
|
|
continue;
|
|
}
|
|
|
|
// Hijack login success
|
|
if client_state == ClientState::Login && packet.id == packets::login::CLIENT_LOGIN_SUCCESS {
|
|
trace!(target: "lazymc::lobby", "Got login success from server connection, change to play mode");
|
|
|
|
// TODO: parse this packet to ensure it's fine
|
|
// let login_success =
|
|
// LoginSuccess::decode(&mut packet.data.as_slice()).map_err(|err| {
|
|
// dbg!(err);
|
|
// ()
|
|
// })?;
|
|
|
|
// Switch to play state
|
|
tmp_client.set_state(ClientState::Play);
|
|
|
|
// Server must enable compression if enabled for client, show warning otherwise
|
|
if tmp_client.is_compressed() != (proto::COMPRESSION_THRESHOLD >= 0) {
|
|
error!(target: "lazymc::lobby", "Compression enabled for lobby client while the server did not, this will cause errors");
|
|
}
|
|
|
|
return Ok((tmp_client, outbound, buf));
|
|
}
|
|
|
|
// Hijack disconnect
|
|
if client_state == ClientState::Login && packet.id == packets::login::CLIENT_DISCONNECT {
|
|
error!(target: "lazymc::lobby", "Got disconnect from server connection");
|
|
|
|
// // Decode disconnect packet
|
|
// let login_disconnect =
|
|
// LoginDisconnect::decode(&mut packet.data.as_slice()).map_err(|err| {
|
|
// dbg!(err);
|
|
// })?;
|
|
|
|
// TODO: report/forward error to client
|
|
|
|
break;
|
|
}
|
|
|
|
// Show unhandled packet warning
|
|
debug!(target: "lazymc::lobby", "Got unhandled packet from server in connect_to_server:");
|
|
debug!(target: "lazymc::lobby", "- State: {:?}", client_state);
|
|
debug!(target: "lazymc::lobby", "- Packet ID: 0x{:02X} ({})", packet.id, packet.id);
|
|
}
|
|
|
|
// Gracefully close connection
|
|
net::close_tcp_stream(outbound).await.map_err(|_| ())?;
|
|
|
|
Err(())
|
|
}
|
|
|
|
/// Wait for join game packet on server connection, with timeout.
|
|
///
|
|
/// This parses, consumes and returns the packet.
|
|
async fn wait_for_server_join_game(
|
|
client: &Client,
|
|
client_info: &ClientInfo,
|
|
outbound: &mut TcpStream,
|
|
buf: &mut BytesMut,
|
|
) -> Result<JoinGameData, ()> {
|
|
time::timeout(
|
|
SERVER_JOIN_GAME_TIMEOUT,
|
|
wait_for_server_join_game_no_timeout(client, client_info, outbound, buf),
|
|
)
|
|
.await
|
|
.map_err(|_| {
|
|
error!(target: "lazymc::lobby", "Waiting for for game data from server for lobby client timed out after {}s", SERVER_JOIN_GAME_TIMEOUT.as_secs());
|
|
})?
|
|
}
|
|
|
|
/// Wait for join game packet on server connection, with no timeout.
|
|
///
|
|
/// This parses, consumes and returns the packet.
|
|
// TODO: clean this up
|
|
// TODO: do not drop error here, return Box<dyn Error>
|
|
async fn wait_for_server_join_game_no_timeout(
|
|
client: &Client,
|
|
client_info: &ClientInfo,
|
|
outbound: &mut TcpStream,
|
|
buf: &mut BytesMut,
|
|
) -> Result<JoinGameData, ()> {
|
|
let (mut reader, mut _writer) = outbound.split();
|
|
|
|
loop {
|
|
// Read packet from stream
|
|
let (packet, _raw) = match packet::read_packet(client, buf, &mut reader).await {
|
|
Ok(Some(packet)) => packet,
|
|
Ok(None) => break,
|
|
Err(_) => {
|
|
error!(target: "lazymc::lobby", "Closing connection, error occurred");
|
|
break;
|
|
}
|
|
};
|
|
|
|
// Catch join game
|
|
if packets::play::join_game::is_packet(client_info, packet.id) {
|
|
// Parse join game data
|
|
let join_game_data = JoinGameData::from_packet(client_info, packet).map_err(|err| {
|
|
warn!(target: "lazymc::lobby", "Failed to parse join game packet: {:?}", err);
|
|
})?;
|
|
|
|
return Ok(join_game_data);
|
|
}
|
|
|
|
// Show unhandled packet warning
|
|
debug!(target: "lazymc::lobby", "Got unhandled packet from server in wait_for_server_join_game:");
|
|
debug!(target: "lazymc::lobby", "- Packet ID: 0x{:02X} ({})", packet.id, packet.id);
|
|
}
|
|
|
|
// Gracefully close connection
|
|
net::close_tcp_stream_ref(outbound).await.map_err(|_| ())?;
|
|
|
|
Err(())
|
|
}
|
|
|
|
/// Route our lobby client through the proxy to the real server, spawning a new task.
|
|
///
|
|
/// `inbound_queue` is used for data already received from the server, that needs to be pushed to
|
|
/// the client.
|
|
#[inline]
|
|
pub fn route_proxy(inbound: TcpStream, outbound: TcpStream, inbound_queue: BytesMut) {
|
|
// When server is online, proxy all
|
|
let service = async move {
|
|
proxy::proxy_inbound_outbound_with_queue(inbound, outbound, &inbound_queue, &[])
|
|
.map(|r| {
|
|
if let Err(err) = r {
|
|
warn!(target: "lazymc", "Failed to proxy: {}", err);
|
|
}
|
|
})
|
|
.await
|
|
};
|
|
|
|
tokio::spawn(service);
|
|
}
|
|
|
|
/// Drain given reader until nothing is left voiding all data.
|
|
async fn drain_stream(reader: &mut ReadHalf<'_>) -> Result<(), ()> {
|
|
let mut drain_buf = [0; 8 * 1024];
|
|
loop {
|
|
match reader.try_read(&mut drain_buf) {
|
|
Ok(read) if read == 0 => return Ok(()),
|
|
Err(err) if err.kind() == ErrorKind::WouldBlock => return Ok(()),
|
|
Ok(_) => continue,
|
|
Err(err) => {
|
|
error!(target: "lazymc::lobby", "Failed to drain lobby client connection before relaying to real server. Maybe already disconnected? Error: {:?}", err);
|
|
return Ok(());
|
|
}
|
|
}
|
|
}
|
|
}
|