Started on UE4 server, semi working handshake

This commit is contained in:
AeonLucid
2022-01-09 06:29:02 +01:00
parent e9091d7ac3
commit ed0f771df6
34 changed files with 2931 additions and 9 deletions
-5
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@@ -1,5 +0,0 @@
namespace Prospect.Unreal;
public class Class1
{
}
@@ -0,0 +1,24 @@
namespace Prospect.Unreal.Core;
public enum EEngineNetworkVersionHistory
{
HISTORY_INITIAL = 1,
HISTORY_REPLAY_BACKWARDS_COMPAT = 2, // Bump version to get rid of older replays before backwards compat was turned on officially
HISTORY_MAX_ACTOR_CHANNELS_CUSTOMIZATION = 3, // Bump version because serialization of the actor channels changed
HISTORY_REPCMD_CHECKSUM_REMOVE_PRINTF = 4, // Bump version since the way FRepLayoutCmd::CompatibleChecksum was calculated changed due to an optimization
HISTORY_NEW_ACTOR_OVERRIDE_LEVEL = 5, // Bump version since a level reference was added to the new actor information
HISTORY_CHANNEL_NAMES = 6, // Bump version since channel type is now an fname
HISTORY_CHANNEL_CLOSE_REASON = 7, // Bump version to serialize a channel close reason in bunches instead of bDormant
HISTORY_ACKS_INCLUDED_IN_HEADER = 8, // Bump version since acks are now sent as part of the header
HISTORY_NETEXPORT_SERIALIZATION = 9, // Bump version due to serialization change to FNetFieldExport
HISTORY_NETEXPORT_SERIALIZE_FIX = 10, // Bump version to fix net field export name serialization
HISTORY_FAST_ARRAY_DELTA_STRUCT = 11, // Bump version to allow fast array serialization, delta struct serialization.
HISTORY_FIX_ENUM_SERIALIZATION = 12, // Bump version to fix enum net serialization issues.
HISTORY_OPTIONALLY_QUANTIZE_SPAWN_INFO = 13, // Bump version to conditionally disable quantization for Scale, Location, and Velocity when spawning network actors.
HISTORY_JITTER_IN_HEADER = 14, // Bump version since we added jitter clock time to packet headers and removed remote saturation
HISTORY_CLASSNETCACHE_FULLNAME = 15, // Bump version to use full paths in GetNetFieldExportGroupForClassNetCache
HISTORY_REPLAY_DORMANCY = 16, // Bump version to support dormancy properly in replays
HISTORY_ENGINENETVERSION_PLUS_ONE,
HISTORY_ENGINENETVERSION_LATEST = HISTORY_ENGINENETVERSION_PLUS_ONE - 1,
}
@@ -0,0 +1,35 @@
using Prospect.Unreal.Net;
using Prospect.Unreal.Serialization;
namespace Prospect.Unreal.Core;
public class FEngineVersion
{
public ushort Major { get; private set; }
public ushort Minor { get; private set; }
public ushort Patch { get; private set; }
public uint Changelist { get; private set; }
public string Branch { get; private set; }
public void Set(ushort major, ushort minor, ushort patch, uint changelist, string branch)
{
Major = major;
Minor = minor;
Patch = patch;
Changelist = changelist;
Branch = branch;
}
public void Deserialize(FArchive archive)
{
Major = archive.ReadUInt16();
Minor = archive.ReadUInt16();
Patch = archive.ReadUInt16();
Changelist = archive.ReadUInt32();
Branch = FString.Deserialize(archive);
}
}
+14
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@@ -0,0 +1,14 @@
namespace Prospect.Unreal.Core;
public static class FMath
{
public static int DivideAndRoundUp(int dividend, int divisor)
{
return (dividend + divisor - 1) / divisor;
}
public static float FRandRange(float min, float max)
{
return min + (max - min) * Random.Shared.NextSingle();
}
}
+105
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@@ -0,0 +1,105 @@
using System.Text;
using Prospect.Unreal.Serialization;
namespace Prospect.Unreal.Core;
public static class FString
{
private const int MaxSerializeSize = 1024;
public static void Serialize(FArchive archive, string value)
{
var unicodeCount = Encoding.UTF8.GetByteCount(value);
var bSaveUnicodeChar = archive.IsForcingUnicode() || unicodeCount != value.Length;
if (bSaveUnicodeChar)
{
var num = unicodeCount + 1;
var saveNum = -num;
archive.WriteInt32(saveNum);
if (num != 0)
{
var valueBytesSize = num * 2;
var valueBytes = valueBytesSize > 128 ? new byte[valueBytesSize] : stackalloc byte[valueBytesSize];
Encoding.UTF8.GetBytes(value, valueBytes);
if (!archive.IsByteSwapping())
{
archive.Serialize(valueBytes, valueBytesSize);
}
else
{
throw new NotImplementedException();
// for (int i = 0; i < num; i++)
// {
// valueBytes[i] = archive.ByteSwap(valueBytes[i]);
// }
}
}
}
else
{
var num = value.Length + 1;
var valueBytes = num > 128 ? new byte[num] : stackalloc byte[num];
Encoding.ASCII.GetBytes(value, valueBytes);
archive.WriteInt32(num);
archive.Serialize(valueBytes, num);
}
}
public static string Deserialize(FArchive archive)
{
// > 0 for ANSICHAR, < 0 for UCS2CHAR serialization
string? result = null;
var saveNum = archive.ReadInt32();
var loadUcs2Char = saveNum < 0;
if (loadUcs2Char)
{
saveNum = -saveNum;
}
// If SaveNum is still less than 0, they must have passed in MIN_INT. Archive is corrupted.
if (saveNum < 0)
{
throw new Exception("Archive is corrupted");
}
// Protect against network packets allocating too much memory
if (MaxSerializeSize > 0 && saveNum > MaxSerializeSize)
{
throw new Exception("String is too large");
}
if (saveNum != 0)
{
if (loadUcs2Char)
{
var bytes = archive.ReadBytes(saveNum * 2);
// -2 to remove unicode null terminator.
result = Encoding.Unicode.GetString(bytes, 0, bytes.Length - 2);
}
else
{
var bytes = archive.ReadBytes(saveNum);
// -1 to remove null terminator.
result = Encoding.ASCII.GetString(bytes, 0, bytes.Length - 1);
}
// Throw away empty string.
if (saveNum == 1)
{
result = string.Empty;
}
}
return result ?? string.Empty;
}
}
+6
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namespace Prospect.Unreal.Core;
public class FURL
{
}
@@ -0,0 +1,22 @@
using System.Runtime.Serialization;
namespace Prospect.Unreal.Exceptions;
public class UnrealException : Exception
{
public UnrealException()
{
}
protected UnrealException(SerializationInfo info, StreamingContext context) : base(info, context)
{
}
public UnrealException(string? message) : base(message)
{
}
public UnrealException(string? message, Exception? innerException) : base(message, innerException)
{
}
}
@@ -0,0 +1,22 @@
using System.Runtime.Serialization;
namespace Prospect.Unreal.Exceptions;
public class UnrealSerializationException : UnrealException
{
public UnrealSerializationException()
{
}
protected UnrealSerializationException(SerializationInfo info, StreamingContext context) : base(info, context)
{
}
public UnrealSerializationException(string? message) : base(message)
{
}
public UnrealSerializationException(string? message, Exception? innerException) : base(message, innerException)
{
}
}
+6
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namespace Prospect.Unreal.Net;
internal class CoreNet
{
public const int MaxPacketSize = 1024;
}
@@ -0,0 +1,9 @@
namespace Prospect.Unreal.Net;
public enum EConnectionState
{
USOCK_Invalid = 0, // Connection is invalid, possibly uninitialized.
USOCK_Closed = 1, // Connection permanently closed.
USOCK_Pending = 2, // Connection is awaiting connection.
USOCK_Open = 3, // Connection is open.
}
@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Net;
public enum EIncomingResult
{
}
@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Net;
public class FOutPacketTraits
{
}
@@ -0,0 +1,95 @@
using System.Collections.Concurrent;
using System.Diagnostics.CodeAnalysis;
using System.Net;
using Serilog;
namespace Prospect.Unreal.Net;
public record FReceivedPacket(IPEndPoint Address, byte[] Buffer, DateTimeOffset Timestamp);
public class FReceiveThreadRunnable : IAsyncDisposable
{
private static readonly ILogger Logger = Log.ForContext<FReceiveThreadRunnable>();
private readonly UIpNetDriver _driver;
private readonly CancellationTokenSource _cancellation;
private readonly ConcurrentQueue<FReceivedPacket> _receiveQueue;
private Task? _receiveTask;
public FReceiveThreadRunnable(UIpNetDriver driver)
{
_driver = driver;
_cancellation = new CancellationTokenSource();
_receiveQueue = new ConcurrentQueue<FReceivedPacket>();
}
public void Start()
{
_receiveTask = ReceiveAsync();
}
public bool TryReceive([MaybeNullWhen(false)] out FReceivedPacketView result)
{
if (_receiveQueue.TryDequeue(out var packet))
{
result = new FReceivedPacketView
{
DataView = new FPacketDataView(packet.Buffer, packet.Buffer.Length),
Address = packet.Address,
Traits = new FInPacketTraits()
};
return true;
}
result = null;
return false;
}
private async Task ReceiveAsync()
{
try
{
while (!_cancellation.IsCancellationRequested)
{
var result = await _driver.Socket.ReceiveAsync(_cancellation.Token);
if (result.Buffer.Length == 0)
{
continue;
}
if (result.Buffer.Length > CoreNet.MaxPacketSize)
{
Logger.Warning("Received packet exceeding MaxPacketSize ({Size} > {Max}) from {Ip}",
result.Buffer.Length, CoreNet.MaxPacketSize, result.RemoteEndPoint);
continue;
}
_receiveQueue.Enqueue(new FReceivedPacket(result.RemoteEndPoint, result.Buffer, DateTimeOffset.UtcNow));
}
}
catch (Exception e)
{
if (e is OperationCanceledException && !_cancellation.IsCancellationRequested)
{
Logger.Error(e, "Exception caught");
}
}
Logger.Debug("Stopped FReceiveThreadRunnable");
}
public async ValueTask DisposeAsync()
{
_cancellation.Cancel();
if (_receiveTask != null)
{
await _receiveTask;
}
_cancellation.Dispose();
}
}
+108
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using System.Net;
using Prospect.Unreal.Serialization;
namespace Prospect.Unreal.Net;
public abstract class HandlerComponent
{
private bool _bRequiresHandshake;
private bool _bRequiresReliability;
private bool _bActive;
private bool _bInitialized;
private string _name;
protected HandlerComponent(PacketHandler handler, string name)
{
_name = name;
_bRequiresHandshake = false;
_bRequiresReliability = false;
_bActive = false;
_bInitialized = false;
Handler = handler;
State = HandlerComponentState.UnInitialized;
}
protected PacketHandler Handler { get; }
protected HandlerComponentState State { get; private set; }
public virtual bool IsActive()
{
return _bActive;
}
public virtual bool IsValid()
{
return false;
}
public bool IsInitialized()
{
return _bInitialized;
}
public bool RequiresHandshake()
{
return _bRequiresHandshake;
}
public bool RequiresReliability()
{
return _bRequiresReliability;
}
public virtual void Incoming(FBitReader packet)
{
}
public virtual void Outgoing(FBitWriter packet, FOutPacketTraits traits)
{
}
public virtual void IncomingConnectionless(FIncomingPacketRef packetRef)
{
}
public virtual void OutgoingConnectionless(IPEndPoint address, FBitWriter packet, FOutPacketTraits traits)
{
}
public virtual bool CanReadUnaligned()
{
return false;
}
public abstract void Initialize();
public virtual void NotifiyHandshakeBegin()
{
}
public virtual void Tick(float deltaTime)
{
}
public virtual void SetActive(bool active)
{
_bActive = active;
}
public virtual int GetReservedPacketBits()
{
return 0;
}
public virtual void CountBytes(FArchive ar)
{
}
protected void SetState(HandlerComponentState state)
{
State = state;
}
protected void Initialized()
{
_bInitialized = true;
}
}
@@ -0,0 +1,9 @@
namespace Prospect.Unreal.Net;
public enum HandlerComponentState
{
UnInitialized, // HandlerComponent not yet initialized
InitializedOnLocal, // Initialized on local instance
InitializeOnRemote, // Initialized on remote instance, not on local instance
Initialized // Initialized on both local and remote instances
}
+7
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namespace Prospect.Unreal.Net;
public enum HandlerMode
{
Client, // Clientside PacketHandler
Server // Serverside PacketHandler
}
+8
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namespace Prospect.Unreal.Net;
public enum HandlerState
{
Uninitialized, // PacketHandler is uninitialized
InitializingComponents, // PacketHandler is initializing HandlerComponents
Initialized // PacketHandler and all HandlerComponents (if any) are initialized
}
+265
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using System.Net;
using Prospect.Unreal.Serialization;
using Serilog;
namespace Prospect.Unreal.Net;
public record FIncomingPacketRef(FBitReader Packet, IPEndPoint Address, FInPacketTraits Traits);
public record ProcessedPacket(byte[] Data, int CountBits, bool Error = false);
public class PacketHandler
{
private static readonly ILogger Logger = Log.ForContext<PacketHandler>();
private readonly List<HandlerComponent> _handlerComponents;
private bool _bConnectionlessHandler;
private bool _bRawSend;
private HandlerState _state;
private ReliabilityHandlerComponent? _reliabilityComponent;
private FBitWriter _outgoingPacket;
private FBitReader _incomingPacket;
public PacketHandler()
{
_bConnectionlessHandler = false;
_state = HandlerState.Uninitialized;
_handlerComponents = new List<HandlerComponent>();
_reliabilityComponent = null;
_outgoingPacket = new FBitWriter(0);
_incomingPacket = new FBitReader(Array.Empty<byte>());
Mode = HandlerMode.Server;
}
public HandlerMode Mode { get; }
public void Tick(float deltaTime)
{
foreach (var component in _handlerComponents)
{
component.Tick(deltaTime);
}
}
public void Initialize(bool bConnectionlessOnly)
{
_bConnectionlessHandler = bConnectionlessOnly;
if (!_bConnectionlessHandler)
{
throw new NotImplementedException();
}
// TODO: FEncryptionComponent.
// TODO: ReliabilityHandlerComponent.
}
public void InitializeComponents()
{
if (_state == HandlerState.Uninitialized)
{
if (_handlerComponents.Count > 0)
{
SetState(HandlerState.InitializingComponents);
}
else
{
HandlerInitialized();
}
}
foreach (var component in _handlerComponents)
{
if (component.IsValid() && !component.IsInitialized())
{
component.Initialize();
}
}
}
public bool IncomingConnectionless(FReceivedPacketView packetView)
{
packetView.Traits.ConnectionlessPacket = true;
return Incoming_Internal(packetView);
}
public ProcessedPacket OutgoingConnectionless(IPEndPoint address, byte[] packet, int countBits, FOutPacketTraits traits)
{
return Outgoing_Internal(packet, countBits, traits, true, address);
}
public HandlerComponent AddHandler<T>() where T : HandlerComponent
{
var result = (HandlerComponent) Activator.CreateInstance(typeof(T), this)!;
_handlerComponents.Add(result);
return result;
}
private bool Incoming_Internal(FReceivedPacketView packetView)
{
var returnVal = true;
var dataView = packetView.DataView;
var countBits = dataView.NumBits();
if (_handlerComponents.Count > 0)
{
var data = dataView.GetData();
var lastByte = data[dataView.NumBytes() - 1];
if (lastByte != 0)
{
countBits--;
while ((lastByte & 0x80) == 0)
{
lastByte *= 2;
countBits--;
}
}
else
{
returnVal = false;
}
}
if (returnVal)
{
var processPacketReader = new FBitReader(dataView.GetData(), countBits);
var packetRef = new FIncomingPacketRef(processPacketReader, packetView.Address, packetView.Traits);
if (_state == HandlerState.Uninitialized)
{
UpdateInitialState();
}
foreach (var component in _handlerComponents)
{
if (processPacketReader.GetPosBits() != 0 && !component.CanReadUnaligned())
{
RealignPacket(processPacketReader);
}
if (packetView.Traits.ConnectionlessPacket)
{
component.IncomingConnectionless(packetRef);
}
else
{
component.Incoming(processPacketReader);
}
}
if (!processPacketReader.IsError())
{
ReplaceIncomingPacket(processPacketReader);
packetView.DataView = new FPacketDataView(_incomingPacket.GetBuffer(), _incomingPacket.GetBitsLeft());
}
else
{
returnVal = false;
}
}
return returnVal;
}
private ProcessedPacket Outgoing_Internal(byte[] packet, int countBits, FOutPacketTraits traits, bool bConnectionLess, IPEndPoint address)
{
if (!_bRawSend)
{
throw new NotImplementedException();
}
else
{
return new ProcessedPacket(packet, countBits);
}
}
private void SetState(HandlerState state)
{
if (state == _state)
{
Logger.Fatal("Set PacketHandler state to the state it is currently in ({State})", state);
}
else
{
_state = state;
}
}
private void UpdateInitialState()
{
if (_state == HandlerState.Uninitialized)
{
if (_handlerComponents.Count > 0)
{
InitializeComponents();
}
else
{
HandlerInitialized();
}
}
}
private void HandlerInitialized()
{
if (_reliabilityComponent != null)
{
throw new NotImplementedException();
}
SetState(HandlerState.Initialized);
}
private void ReplaceIncomingPacket(FBitReader replacementPacket)
{
if (replacementPacket.GetPosBits() == 0 || replacementPacket.GetBitsLeft() == 0)
{
_incomingPacket = replacementPacket;
}
else
{
var tempPacketData = new byte[replacementPacket.GetBytesLeft()];
var newPacketSizeBits = replacementPacket.GetBitsLeft();
replacementPacket.SerializeBits(tempPacketData, newPacketSizeBits);
_incomingPacket = new FBitReader(tempPacketData, newPacketSizeBits);
}
}
private void RealignPacket(FBitReader packet)
{
Logger.Warning("Realigning packet, which is untested");
if (packet.GetPosBits() != 0)
{
var bitsLeft = packet.GetBitsLeft();
if (bitsLeft > 0)
{
var tempPacketData = new byte[packet.GetBytesLeft()];
packet.SerializeBits(tempPacketData, bitsLeft);
packet.SetData(tempPacketData, bitsLeft);
}
}
}
public void SetRawSend(bool enabled)
{
_bRawSend = enabled;
}
public bool GetRawSend()
{
return _bRawSend;
}
}
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using System.Net;
namespace Prospect.Unreal.Net;
public class FInPacketTraits
{
public bool ConnectionlessPacket { get; set; }
public bool FromRecentlyDisconnected { get; set; }
}
public class FPacketDataView
{
private readonly byte[] _data;
private readonly int _countBits;
public FPacketDataView(byte[] data, int length)
{
_data = data;
_countBits = length * 8;
}
public byte[] GetData()
{
return _data;
}
public int NumBits()
{
return _countBits;
}
public int NumBytes()
{
return _data.Length;
}
}
public class FReceivedPacketView
{
public FPacketDataView DataView { get; set; }
public IPEndPoint Address { get; set; }
public FInPacketTraits Traits { get; set; }
}
@@ -0,0 +1,13 @@
namespace Prospect.Unreal.Net;
public class ReliabilityHandlerComponent : HandlerComponent
{
public ReliabilityHandlerComponent(PacketHandler handler) : base(handler, nameof(ReliabilityHandlerComponent))
{
}
public override void Initialize()
{
}
}
@@ -0,0 +1,517 @@
using System.Buffers.Binary;
using System.Collections;
using System.Net;
using System.Security.Cryptography;
using Prospect.Unreal.Core;
using Prospect.Unreal.Serialization;
using Serilog;
namespace Prospect.Unreal.Net;
public class StatelessConnectHandlerComponent : HandlerComponent
{
private static readonly ILogger Logger = Log.ForContext<StatelessConnectHandlerComponent>();
private const int SecretByteSize = 64;
private const int SecretCount = 2;
private const int CookieByteSize = 20;
private const int HandshakePacketSizeBits = 227;
private const int RestartHandshakePacketSizeBits = 2;
private const int RestartResponseSizeBits = 387;
private const float SecretUpdateTime = 15.0f;
private const float SecretUpdateTimeVariance = 5.0f;
private const float MaxCookieLifetime = ((SecretUpdateTime + SecretUpdateTimeVariance) * SecretCount);
private const float MinCookieLifetime = SecretUpdateTime;
private UNetDriver? _driver;
/// <summary>
/// The serverside-only 'secret' value, used to help with generating cookies.
/// </summary>
private byte[][] _handshakeSecret;
/// <summary>
/// Which of the two secret values above is active (values are changed frequently, to limit replay attacks)
/// </summary>
private byte _activeSecret;
/// <summary>
/// The time of the last secret value update
/// </summary>
private double _lastSecretUpdateTimestamp;
/// <summary>
/// The last address to successfully complete the handshake challenge
/// </summary>
private IPEndPoint? _lastChallengeSuccessAddress;
/// <summary>
/// The initial server sequence value, from the last successful handshake
/// </summary>
private int _lastServerSequence;
/// <summary>
/// The initial client sequence value, from the last successful handshake
/// </summary>
private int _lastClientSequence;
/// <summary>
/// Client: Whether or not we are in the middle of a restarted handshake.
/// Server: Whether or not the last handshake was a restarted handshake.
/// </summary>
private bool _bRestartedHandshake;
/// <summary>
/// The cookie which completed the connection handshake.
/// </summary>
private byte[] _authorisedCookie;
/// <summary>
/// The magic header which is prepended to all packets
/// </summary>
private BitArray _magicHeader;
public StatelessConnectHandlerComponent(PacketHandler handler) : base(handler, nameof(StatelessConnectHandlerComponent))
{
_handshakeSecret = new byte[2][];
_activeSecret = byte.MaxValue;
_lastChallengeSuccessAddress = null;
_lastServerSequence = 0;
_lastClientSequence = 0;
_bRestartedHandshake = false;
_authorisedCookie = new byte[CookieByteSize];
_magicHeader = new BitArray(0);
}
public void GetChallengeSequences(out int serverSequence, out int clientSequence)
{
serverSequence = _lastServerSequence;
clientSequence = _lastClientSequence;
}
public void ResetChallengeData()
{
_lastChallengeSuccessAddress = null;
_bRestartedHandshake = false;
_lastServerSequence = 0;
_lastClientSequence = 0;
for (var i = 0; i < _authorisedCookie.Length; i++)
{
_authorisedCookie[i] = 0;
}
}
public void SetDriver(UNetDriver driver)
{
_driver = driver;
if (Handler.Mode == HandlerMode.Server)
{
var statelessComponent = _driver.StatelessConnectComponent;
if (statelessComponent != null)
{
if (statelessComponent == this)
{
UpdateSecret();
}
else
{
InitFromConnectionless(statelessComponent);
}
}
}
}
public override void Initialize()
{
Logger.Debug("Initializing");
if (Handler.Mode == HandlerMode.Server)
{
Initialized();
}
}
private void InitFromConnectionless(StatelessConnectHandlerComponent connectionlessHandler)
{
Logger.Debug("InitFromConnectionless");
// Store the cookie/address used for the handshake, to enable server ack-retries
_lastChallengeSuccessAddress = connectionlessHandler._lastChallengeSuccessAddress;
Buffer.BlockCopy(connectionlessHandler._authorisedCookie, 0, _authorisedCookie, 0, _authorisedCookie.Length);
}
public override void CountBytes(FArchive ar)
{
throw new NotImplementedException();
}
public override void Incoming(FBitReader packet)
{
base.Incoming(packet);
}
public override void Outgoing(FBitWriter packet, FOutPacketTraits traits)
{
base.Outgoing(packet, traits);
}
public override void IncomingConnectionless(FIncomingPacketRef packetRef)
{
var packet = packetRef.Packet;
var address = packetRef.Address;
if (_magicHeader.Length > 0)
{
// Skip magic header.
packet.Pos += _magicHeader.Length;
}
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
_lastChallengeSuccessAddress = null;
if (bHandshakePacket)
{
var bRestartHandshake = false;
var secretId = (byte) 0;
var timestamp = 1.0d;
var cookie = new byte[CookieByteSize];
var origCookie = new byte[CookieByteSize];
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
if (bHandshakePacket)
{
if (Handler.Mode == HandlerMode.Server)
{
var bInitialConnect = timestamp == 0.0;
if (bInitialConnect)
{
SendConnectChallenge(address);
}
else if (_driver != null)
{
var bChallengeSuccess = false;
var cookieDelta = _driver.GetElapsedTime() - timestamp;
var secretDelta = timestamp - _lastSecretUpdateTimestamp;
var bValidCookieLifetime = cookieDelta >= 0.0 && (MaxCookieLifetime - cookieDelta) > 0.0;
var bValidSecretIdTimestamp = (secretId == _activeSecret) ? (secretDelta >= 0.0) : (secretDelta <= 0.0);
if (bValidCookieLifetime && bValidSecretIdTimestamp)
{
// Regenerate the cookie from the packet info, and see if the received cookie matches the regenerated one
var regenCookie = new byte[CookieByteSize];
GenerateCookie(address, secretId, timestamp, regenCookie);
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
if (bChallengeSuccess)
{
if (bRestartHandshake)
{
Buffer.BlockCopy(origCookie, 0, _authorisedCookie, 0, _authorisedCookie.Length);
}
else
{
var curSequence = BinaryPrimitives.ReadInt16LittleEndian(cookie);
_lastServerSequence = curSequence & (UNetConnection.MaxPacketId - 1);
_lastClientSequence = (curSequence + 1) & (UNetConnection.MaxPacketId - 1);
Buffer.BlockCopy(cookie, 0, _authorisedCookie, 0, _authorisedCookie.Length);
}
_bRestartedHandshake = bRestartHandshake;
_lastChallengeSuccessAddress = address;
// Now ack the challenge response - the cookie is stored in AuthorisedCookie, to enable retries
SendChallengeAck(address, _authorisedCookie);
}
}
}
}
}
else
{
packet.SetError();
Logger.Error("Error reading handshake packet");
}
}
else if (packet.IsError())
{
Logger.Error("Error reading handshake bit from packet");
}
// Late packets from recently disconnected clients may incorrectly trigger this code path, so detect and exclude those packets
else if (!packet.IsError() && !packetRef.Traits.FromRecentlyDisconnected)
{
// The packet was fine but not a handshake packet - an existing client might suddenly be communicating on a different address.
// If we get them to resend their cookie, we can update the connection's info with their new address.
SendRestartHandshakeRequest(address);
}
}
private bool ParseHandshakePacket(
FBitReader packet,
ref bool bOutRestartHandshake,
ref byte outSecretId,
ref double outTimestamp, byte[] outCookie, byte[] outOrigCookie)
{
var bValidPacket = false;
var bitsLeft = packet.GetBitsLeft();
var bHandshakePacketSize = bitsLeft == (HandshakePacketSizeBits - 1);
var bRestartResponsePacketSize = bitsLeft == (RestartHandshakePacketSizeBits - 1);
if (bHandshakePacketSize || bRestartResponsePacketSize)
{
bOutRestartHandshake = packet.ReadBit();
outSecretId = (byte)(packet.ReadBit() ? 1 : 0);
outTimestamp = packet.ReadDouble();
packet.Serialize(outCookie, CookieByteSize);
if (bRestartResponsePacketSize)
{
packet.Serialize(outOrigCookie, CookieByteSize);
}
bValidPacket = !packet.IsError();
}
else if (bitsLeft == (RestartHandshakePacketSizeBits - 1))
{
bOutRestartHandshake = packet.ReadBit();
bValidPacket = !packet.IsError() && bOutRestartHandshake && Handler.Mode == HandlerMode.Client;
}
return bValidPacket;
}
private void GenerateCookie(IPEndPoint clientAddress, byte secretId, double timestamp, Span<byte> outCookie)
{
using var writer = new FBitWriter(64 * 8);
writer.WriteDouble(timestamp);
writer.WriteString(clientAddress.ToString());
HMACSHA1.HashData(_handshakeSecret[secretId], writer.GetData().AsSpan((int)writer.GetNumBytes()), outCookie);
}
private void SendConnectChallenge(IPEndPoint address)
{
if (_driver == null)
{
Logger.Warning("Tried to send connect challenge without driver");
return;
}
using var challengePacket = new FBitWriter(GetAdjustedSizeBits(HandshakePacketSizeBits) + 1);
var bHandshakePacket = (byte)1;
var bRestartHandshake = (byte)0;
var timestamp = _driver.GetElapsedTime();
var cookie = new byte[CookieByteSize];
GenerateCookie(address, _activeSecret, timestamp, cookie);
if (_magicHeader.Length > 0)
{
challengePacket.SerializeBits(_magicHeader, _magicHeader.Count);
}
challengePacket.WriteBit(bHandshakePacket);
challengePacket.WriteBit(bRestartHandshake);
challengePacket.WriteBit(_activeSecret);
challengePacket.WriteDouble(timestamp);
challengePacket.Serialize(cookie, cookie.Length);
Logger.Verbose("SendConnectChallenge. Timestamp: {Timestamp}, Cookie: {Cookie}", timestamp, cookie);
CapHandshakePacket(challengePacket);
var connectionlessHandler = _driver.ConnectionlessHandler;
connectionlessHandler?.SetRawSend(true);
if (_driver.IsNetResourceValid())
{
_driver.LowLevelSend(address, challengePacket.GetData(), (int)challengePacket.GetNumBits(), new FOutPacketTraits());
}
connectionlessHandler?.SetRawSend(false);
}
private void SendChallengeAck(IPEndPoint address, byte[] inCookie)
{
if (_driver == null)
{
Logger.Warning("Tried to send challenge ack without driver");
return;
}
using var ackPacket = new FBitWriter(GetAdjustedSizeBits(HandshakePacketSizeBits) + 1);
var bHandshakePacket = (byte)1;
var bRestartHandshake = (byte)0;
var timestamp = -1.0d;
if (_magicHeader.Length > 0)
{
ackPacket.SerializeBits(_magicHeader, _magicHeader.Count);
}
ackPacket.WriteBit(bHandshakePacket);
ackPacket.WriteBit(bRestartHandshake);
ackPacket.WriteBit(bHandshakePacket);
ackPacket.WriteDouble(timestamp);
ackPacket.Serialize(inCookie, CookieByteSize);
Logger.Verbose("SendChallengeAck. InCookie: {Cookie}", inCookie);
CapHandshakePacket(ackPacket);
var connectionlessHandler = _driver.ConnectionlessHandler;
connectionlessHandler?.SetRawSend(true);
if (_driver.IsNetResourceValid())
{
_driver.LowLevelSend(address, ackPacket.GetData(), (int)ackPacket.GetNumBits(), new FOutPacketTraits());
}
connectionlessHandler?.SetRawSend(false);
}
private void SendRestartHandshakeRequest(IPEndPoint address)
{
if (_driver == null)
{
Logger.Warning("Tried to send restart handshake without driver");
return;
}
using var restartPacket = new FBitWriter(GetAdjustedSizeBits(RestartHandshakePacketSizeBits) + 1);
var bHandshakePacket = (byte)1;
var bRestartHandshake = (byte)1;
if (_magicHeader.Length > 0)
{
restartPacket.SerializeBits(_magicHeader, _magicHeader.Count);
}
restartPacket.WriteBit(bHandshakePacket);
restartPacket.WriteBit(bRestartHandshake);
CapHandshakePacket(restartPacket);
var connectionlessHandler = _driver.ConnectionlessHandler;
connectionlessHandler?.SetRawSend(true);
if (_driver.IsNetResourceValid())
{
_driver.LowLevelSend(address, restartPacket.GetData(), (int)restartPacket.GetNumBits(), new FOutPacketTraits());
}
connectionlessHandler?.SetRawSend(false);
}
public override bool CanReadUnaligned()
{
return true;
}
private void CapHandshakePacket(FBitWriter handshakePacket)
{
var numBits = handshakePacket.GetNumBits() - GetAdjustedSizeBits(0);
if (numBits != HandshakePacketSizeBits &&
numBits != RestartHandshakePacketSizeBits &&
numBits != RestartResponseSizeBits)
{
Logger.Warning("Invalid handshake packet size bits");
}
// Termination bit.
handshakePacket.WriteBit(1);
}
public override bool IsValid()
{
return true;
}
private int GetAdjustedSizeBits(int inSizeBits)
{
return _magicHeader.Length + inSizeBits;
}
public bool HasPassedChallenge(IPEndPoint address, out bool bOutRestartedHandshake)
{
bOutRestartedHandshake = _bRestartedHandshake;
return _lastChallengeSuccessAddress != null &&
_lastChallengeSuccessAddress.Equals(address);
}
public void UpdateSecret()
{
_lastSecretUpdateTimestamp = _driver?.GetElapsedTime() ?? 0.0;
if (_activeSecret == byte.MaxValue)
{
_handshakeSecret[0] = new byte[SecretByteSize];
_handshakeSecret[1] = new byte[SecretByteSize];
// Randomize other secret.
var arr = _handshakeSecret[1];
for (var i = 0; i < SecretByteSize; i++)
{
arr[i] = (byte)(Random.Shared.Next() % 255);
}
_activeSecret = 0;
}
else
{
_activeSecret = (byte)(_activeSecret == 1 ? 0 : 1);
}
// Randomize current secret.
var curArray = _handshakeSecret[_activeSecret];
for (var i = 0; i < SecretByteSize; i++)
{
curArray[i] = (byte)(Random.Shared.Next() % 255);
}
}
public override int GetReservedPacketBits()
{
return _magicHeader.Length + 1;
}
public override void Tick(float deltaTime)
{
if (Handler.Mode == HandlerMode.Client)
{
throw new NotImplementedException();
}
else
{
var bConnectionlessHandler = _driver != null && _driver.StatelessConnectComponent == this;
if (bConnectionlessHandler)
{
var curVariance = FMath.FRandRange(0, SecretUpdateTimeVariance);
if (((_driver!.GetElapsedTime() - _lastSecretUpdateTimestamp) - (SecretUpdateTime + curVariance)) > 0.0)
{
UpdateSecret();
}
}
}
}
}
+59
View File
@@ -0,0 +1,59 @@
using System.Net;
using System.Net.Sockets;
using Prospect.Unreal.Core;
namespace Prospect.Unreal.Net;
public class UIpConnection : UNetConnection
{
public override void InitBase(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0)
{
throw new NotImplementedException();
}
public override void InitRemoteConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, IPEndPoint inRemoteAddr, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0)
{
throw new NotImplementedException();
}
public override void InitLocalConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState,
int inMaxPacket = 0, int inPacketOverhead = 0)
{
throw new NotImplementedException();
}
public override void LowLevelSend(byte[] data, int countBits, FOutPacketTraits traits)
{
throw new NotImplementedException();
}
public override string LowLevelGetRemoteAddress(bool bAppendPort = false)
{
throw new NotImplementedException();
}
public override string LowLevelDescribe()
{
throw new NotImplementedException();
}
public override void Tick(float deltaSeconds)
{
throw new NotImplementedException();
}
public override void CleanUp()
{
throw new NotImplementedException();
}
public override void ReceivedRawPacket(byte[] data, int count)
{
throw new NotImplementedException();
}
public override float GetTimeoutValue()
{
throw new NotImplementedException();
}
}
+179
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@@ -0,0 +1,179 @@
using System.Net;
using System.Net.Sockets;
using Prospect.Unreal.Core;
using Serilog;
namespace Prospect.Unreal.Net;
public class UIpNetDriver : UNetDriver
{
private static readonly ILogger Logger = Log.ForContext<UIpNetDriver>();
private bool _isDisposed;
public UIpNetDriver()
{
ServerIp = new IPEndPoint(IPAddress.Any, 7777);
Socket = new UdpClient(ServerIp);
ReceiveThread = new FReceiveThreadRunnable(this);
}
public IPEndPoint ServerIp { get; }
public UdpClient Socket { get; }
public FReceiveThreadRunnable ReceiveThread { get; }
public bool Init()
{
// Initialize connectionless packet handler.
InitConnectionlessHandler();
// Start receiving packets.
ReceiveThread.Start();
return true;
}
public override void TickDispatch(float deltaTime)
{
base.TickDispatch(deltaTime);
while (ReceiveThread.TryReceive(out var packet))
{
Logger.Information("Received {Buffer} from {Adress}", packet.DataView.GetData(), packet.Address);
UNetConnection? connection = null;
if (Equals(packet.Address, ServerIp))
{
// TODO: Assign connection.
throw new NotImplementedException();
}
if (connection == null)
{
MappedClientConnections.TryGetValue(packet.Address, out connection);
}
// If we didn't find a client connection, maybe create a new one.
if (connection == null)
{
connection = ProcessConnectionlessPacket(packet);
// TODO: bIgnorePacket
}
}
}
private UNetConnection? ProcessConnectionlessPacket(FReceivedPacketView packet)
{
UNetConnection? returnVal;
var statelessConnect = StatelessConnectComponent;
var address = packet.Address;
var bPassedChallenge = false;
var bRestartedHandshake = false;
var bIgnorePacket = true;
if (ConnectionlessHandler != null && statelessConnect != null)
{
var result = ConnectionlessHandler.IncomingConnectionless(packet);
if (result)
{
bPassedChallenge = statelessConnect.HasPassedChallenge(address, out bRestartedHandshake);
if (bPassedChallenge)
{
if (bRestartedHandshake)
{
throw new NotImplementedException();
}
var newCountBytes = packet.DataView.NumBytes();
var workingData = new byte[newCountBytes];
if (newCountBytes > 0)
{
Buffer.BlockCopy(packet.DataView.GetData(), 0, workingData, 0, newCountBytes);
bIgnorePacket = false;
}
packet.DataView = new FPacketDataView(workingData, newCountBytes);
}
}
}
else
{
Logger.Warning("Invalid ConnectionlessHandler or StatelessConnectComponent, can't accept connections");
}
if (bPassedChallenge)
{
if (!bRestartedHandshake)
{
Logger.Verbose("Server accepting post-challenge connection from: {Address}", address);
returnVal = new UIpConnection();
if (statelessConnect != null)
{
statelessConnect.GetChallengeSequences(out var serverSequence, out var clientSequence);
returnVal.InitSequence(clientSequence, serverSequence);
}
// TODO: World url
returnVal.InitRemoteConnection(this, Socket, null, address, EConnectionState.USOCK_Open);
// if (returnVal.Handler)
}
if (statelessConnect != null)
{
statelessConnect.ResetChallengeData();
}
}
if (bIgnorePacket)
{
packet.DataView = new FPacketDataView(packet.DataView.GetData(), 0);
}
return null;
}
public override void LowLevelSend(IPEndPoint address, byte[] data, int countBits, FOutPacketTraits traits)
{
if (ConnectionlessHandler != null)
{
var processedData = ConnectionlessHandler.OutgoingConnectionless(address, data, countBits, traits);
if (!processedData.Error)
{
data = processedData.Data;
countBits = processedData.CountBits;
}
else
{
countBits = 0;
}
}
if (countBits > 0)
{
Socket.Send(data, FMath.DivideAndRoundUp(countBits, 8), address);
}
}
public override bool IsNetResourceValid()
{
return !_isDisposed;
}
public override async ValueTask DisposeAsync()
{
_isDisposed = true;
await base.DisposeAsync();
Socket.Dispose();
await ReceiveThread.DisposeAsync();
}
}
+27
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@@ -0,0 +1,27 @@
using System.Net;
using System.Net.Sockets;
using Prospect.Unreal.Core;
namespace Prospect.Unreal.Net;
public abstract class UNetConnection
{
public const int ReliableBuffer = 256;
public const int MaxPacketId = 16384;
public abstract void InitBase(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void InitRemoteConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, IPEndPoint inRemoteAddr, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void InitLocalConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void LowLevelSend(byte[] data, int countBits, FOutPacketTraits traits);
public abstract string LowLevelGetRemoteAddress(bool bAppendPort = false);
public abstract string LowLevelDescribe();
public abstract void Tick(float deltaSeconds);
public abstract void CleanUp();
public abstract void ReceivedRawPacket(byte[] data, int count);
public abstract float GetTimeoutValue();
public void InitSequence(int clientSequence, int serverSequence)
{
}
}
+67
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@@ -0,0 +1,67 @@
using System.Collections.Concurrent;
using System.Net;
namespace Prospect.Unreal.Net;
public abstract class UNetDriver : IAsyncDisposable
{
private double _elapsedTime;
protected UNetDriver()
{
MappedClientConnections = new ConcurrentDictionary<IPEndPoint, UNetConnection>();
}
/// <summary>
/// Map of <see cref="IPEndPoint"/> to <see cref="UNetConnection"/>.
/// </summary>
public ConcurrentDictionary<IPEndPoint, UNetConnection> MappedClientConnections { get; }
/// <summary>
/// Serverside PacketHandler for managing connectionless packets
/// </summary>
public PacketHandler? ConnectionlessHandler { get; private set; }
/// <summary>
/// Reference to the PacketHandler component, for managing stateless connection handshakes
/// </summary>
public StatelessConnectHandlerComponent? StatelessConnectComponent { get; private set; }
public void InitConnectionlessHandler()
{
ConnectionlessHandler = new PacketHandler();
ConnectionlessHandler.Initialize(true);
StatelessConnectComponent = (StatelessConnectHandlerComponent) ConnectionlessHandler.AddHandler<StatelessConnectHandlerComponent>();
StatelessConnectComponent.SetDriver(this);
ConnectionlessHandler.InitializeComponents();
}
public virtual void TickDispatch(float deltaTime)
{
_elapsedTime += deltaTime;
}
public virtual void LowLevelSend(IPEndPoint address, byte[] data, int countBits, FOutPacketTraits traits)
{
throw new NotImplementedException();
}
public abstract bool IsNetResourceValid();
public double GetElapsedTime()
{
return _elapsedTime;
}
public void ResetElapsedTime()
{
_elapsedTime = 0.0;
}
public virtual ValueTask DisposeAsync()
{
return ValueTask.CompletedTask;
}
}
@@ -4,6 +4,7 @@
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
@@ -0,0 +1,731 @@
using Prospect.Unreal.Core;
namespace Prospect.Unreal.Serialization;
public abstract class FArchive : IDisposable
{
/// <summary>
/// Whether this archive is for loading data.
/// </summary>
public bool _arIsLoading;
/// <summary>
/// Whether this archive is for saving data.
/// </summary>
public bool _arIsSaving;
/// <summary>
/// Whether archive is transacting.
/// </summary>
public bool _arIsTransacting;
/// <summary>
/// Whether this archive serializes to a text format. Text format archives should use high level constructs from FStructuredArchive for delimiting data rather than manually seeking through the file.
/// </summary>
public bool _arIsTextFormat;
/// <summary>
/// Whether this archive wants properties to be serialized in binary form instead of tagged.
/// </summary>
public bool _arWantBinaryPropertySerialization;
/// <summary>
/// Whether this archive wants to always save strings in unicode format
/// </summary>
public bool _arForceUnicode;
/// <summary>
/// Whether this archive saves to persistent storage.
/// </summary>
public bool _arIsPersistent;
/// <summary>
/// Whether this archive contains errors.
/// </summary>
public bool _arIsError;
/// <summary>
/// Whether this archive contains critical errors.
/// </summary>
public bool _arIsCriticalError;
/// <summary>
/// Quickly tell if an archive contains script code.
/// </summary>
public bool _arContainsCode;
/// <summary>
/// Used to determine whether FArchive contains a level or world.
/// </summary>
public bool _arContainsMap;
/// <summary>
/// Used to determine whether FArchive contains data required to be gathered for localization.
/// </summary>
public bool _arRequiresLocalizationGather;
/// <summary>
/// Whether we should forcefully swap bytes.
/// </summary>
public bool _arForceByteSwapping;
/// <summary>
/// If true, we will not serialize the ObjectArchetype reference in UObject.
/// </summary>
public bool _arIgnoreArchetypeRef;
/// <summary>
/// If true, we will not serialize the ObjectArchetype reference in UObject.
/// </summary>
public bool _arNoDelta;
/// <summary>
/// If true, we will not serialize the Outer reference in UObject.
/// </summary>
public bool _arIgnoreOuterRef;
/// <summary>
/// If true, we will not serialize ClassGeneratedBy reference in UClass.
/// </summary>
public bool _arIgnoreClassGeneratedByRef;
/// <summary>
/// If true, UObject::Serialize will skip serialization of the Class property.
/// </summary>
public bool _arIgnoreClassRef;
/// <summary>
/// Whether to allow lazy loading.
/// </summary>
public bool _arAllowLazyLoading;
/// <summary>
/// Whether this archive only cares about serializing object references.
/// </summary>
public bool _arIsObjectReferenceCollector;
/// <summary>
/// Whether a reference collector is modifying the references and wants both weak and strong ones
/// </summary>
public bool _arIsModifyingWeakAndStrongReferences;
/// <summary>
/// Whether this archive is counting memory and therefore wants e.g. TMaps to be serialized.
/// </summary>
public bool _arIsCountingMemory;
/// <summary>
/// Whether bulk data serialization should be skipped or not.
/// </summary>
public bool _arShouldSkipBulkData;
/// <summary>
/// Whether editor only properties are being filtered from the archive (or has been filtered).
/// </summary>
public bool _arIsFilterEditorOnly;
/// <summary>
/// Whether this archive is saving/loading game state
/// </summary>
public bool _arIsSaveGame;
/// <summary>
/// Whether or not this archive is sending/receiving network data
/// </summary>
public bool _arIsNetArchive;
/// <summary>
/// Set TRUE to use the custom property list attribute for serialization.
/// </summary>
public bool _arUseCustomPropertyList;
/// <summary>
/// Whether we are currently serializing defaults. > 0 means yes, &lt;= 0 means no.
/// </summary>
public int _arSerializingDefaults;
/// <summary>
/// Modifier flags that be used when serializing UProperties
/// </summary>
public uint _arPortFlags;
/// <summary>
/// Max size of data that this archive is allowed to serialize.
/// </summary>
public long _arMaxSerializeSize;
/// <summary>
/// Holds the archive version.
/// </summary>
protected int _arUE4Ver;
/// <summary>
/// Holds the archive version for licensees.
/// </summary>
protected int _arLicenseeUE4Ver;
/// <summary>
/// Holds the engine version.
/// </summary>
protected FEngineVersion _arEngineVer;
/// <summary>
/// Holds the engine network protocol version.
/// </summary>
protected EEngineNetworkVersionHistory _arEngineNetVer;
/// <summary>
/// Holds the game network protocol version.
/// </summary>
protected uint _arGameNetVer;
public virtual bool ReadBit()
{
throw new NotImplementedException();
}
public virtual unsafe byte ReadByte()
{
byte value;
Serialize(&value, 1);
return value;
}
public virtual unsafe byte[] ReadBytes(long amount)
{
byte[] value = new byte[amount];
fixed (byte* pValue = value)
{
Serialize(pValue, amount);
}
return value;
}
public virtual unsafe ushort ReadUInt16()
{
ushort value;
ByteOrderSerialize(&value, sizeof(ushort));
return value;
}
public virtual unsafe short ReadInt16()
{
short value;
ByteOrderSerialize(&value, sizeof(short));
return value;
}
public virtual unsafe uint ReadUInt32()
{
uint value;
ByteOrderSerialize(&value, sizeof(uint));
return value;
}
public virtual unsafe int ReadInt32()
{
int value;
ByteOrderSerialize(&value, sizeof(int));
return value;
}
public unsafe void WriteInt32(int value)
{
ByteOrderSerialize((uint*)&value, sizeof(uint));
}
public virtual unsafe uint ReadInt(uint max)
{
throw new NotImplementedException();
}
public virtual unsafe uint ReadUInt32Packed()
{
uint value;
SerializeIntPacked(&value);
return value;
}
public virtual unsafe ulong ReadUInt64()
{
ulong value;
ByteOrderSerialize(&value, sizeof(ulong));
return value;
}
public virtual unsafe long ReadInt64()
{
long value;
ByteOrderSerialize(&value, sizeof(long));
return value;
}
public virtual unsafe float ReadFloat()
{
float value;
ByteOrderSerialize(&value, sizeof(float));
return value;
}
public virtual unsafe double ReadDouble()
{
double value;
ByteOrderSerialize(&value, sizeof(double));
return value;
}
public unsafe void WriteDouble(double value)
{
ByteOrderSerialize((ulong*)&value, sizeof(ulong));
}
public string ReadString()
{
return FString.Deserialize(this);
}
public void WriteString(string value)
{
FString.Serialize(this, value);
}
public unsafe void Serialize(Span<byte> value, long num)
{
fixed (byte* pBuffer = value)
{
Serialize(pBuffer, num);
}
}
public unsafe void Serialize(byte[] value, long num)
{
fixed (byte* pBuffer = value)
{
Serialize(pBuffer, num);
}
}
public virtual unsafe void Serialize(void* value, long num)
{
throw new NotImplementedException();
}
public unsafe void SerializeBits(byte[] value, long lengthBits)
{
fixed (byte* pBuffer = value)
{
SerializeBits(pBuffer, lengthBits);
}
}
/// <summary>
///
/// </summary>
/// <param name="value"></param>
/// <param name="lengthBits"></param>
public virtual unsafe void SerializeBits(void* value, long lengthBits)
{
Serialize(value, (lengthBits + 7) / 8);
if (IsLoading() && (lengthBits % 8) != 0)
{
((byte*) value)[lengthBits / 8] &= (byte) ((1 << (int) (lengthBits & 7)) - 1);
}
}
public virtual unsafe void SerializeInt(uint* value, uint max)
{
throw new NotImplementedException();
ByteOrderSerialize(&value, sizeof(uint));
}
/// <summary>
/// Packs int value into bytes of 7 bits with 8th bit for 'more'.
/// </summary>
/// <param name="value"></param>
public virtual unsafe void SerializeIntPacked(uint* value)
{
if (IsLoading())
{
byte count = 0;
byte more = 1;
while (more != 0)
{
byte nextByte;
Serialize(&nextByte, 1); // Read next byte
more = (byte)(nextByte & 1); // Check 1 bit to see if theres more after this
nextByte = (byte)(nextByte >> 1); // Shift to get actual 7 bit value
*value += (uint)nextByte << (7 * count++); // Add to total value
}
}
else
{
throw new NotImplementedException();
}
}
public virtual string GetArchiveName()
{
return "FArchive";
}
public virtual long Tell()
{
return -1;
}
public virtual long TotalSize()
{
return -1;
}
public virtual bool AtEnd()
{
var pos = Tell();
return pos != -1 && pos >= TotalSize();
}
public virtual void Seek(long inPos)
{
throw new NotImplementedException();
}
public virtual void Flush()
{
throw new NotImplementedException();
}
public virtual bool Close()
{
return !_arIsError;
}
public virtual bool GetError()
{
return _arIsError;
}
public void SetError()
{
_arIsError = true;
}
public bool IsByteSwapping()
{
return BitConverter.IsLittleEndian
? _arForceByteSwapping
: _arIsPersistent;
}
/// <summary>
/// Used to do byte swapping on small items. This does not happen usually, so we don't want it inline
/// </summary>
/// <param name="v"></param>
/// <param name="length"></param>
public unsafe void ByteSwap(void* v, int length)
{
byte* ptr = (byte*) v;
int top = length - 1;
int bottom = 0;
while (bottom < top)
{
var aPos = top--;
var bPos = bottom++;
(ptr[aPos], ptr[bPos]) = (ptr[bPos], ptr[aPos]);
}
}
public unsafe void ByteOrderSerialize(void* v, int length)
{
if (!IsByteSwapping())
{
Serialize(v, length);
return;
}
SerializeByteOrderSwapped(v, length);
}
private unsafe void SerializeByteOrderSwapped(void* v, int length)
{
if (IsLoading())
{
Serialize(v, length);
ByteSwap(v, length);
}
else
{
ByteSwap(v, length);
Serialize(v, length);
ByteSwap(v, length);
}
}
public void ThisContainsCode()
{
_arContainsCode = true;
}
public void ThisContainsMap()
{
_arContainsMap = true;
}
public void ThisRequiresLocalizationGather()
{
_arRequiresLocalizationGather = true;
}
public void StartSerializingDefaults()
{
_arSerializingDefaults++;
}
public void StopSerializingDefaults()
{
_arSerializingDefaults--;
}
public int UE4Ver()
{
return _arUE4Ver;
}
public int LicenseeUE4Ver()
{
return _arLicenseeUE4Ver;
}
public FEngineVersion EngineVer()
{
return _arEngineVer;
}
public EEngineNetworkVersionHistory EngineNetVer()
{
return _arEngineNetVer;
}
public uint GameNetVer()
{
return _arGameNetVer;
}
public bool IsLoading()
{
return _arIsLoading;
}
public bool IsSaving()
{
return _arIsSaving;
}
public bool IsTransacting()
{
// Misses FPlatformProperties::HasEditorOnlyData.
return _arIsTransacting;
}
public bool IsTextFormat()
{
return _arIsTextFormat;
}
public bool WantBinaryPropertySerialization()
{
return _arWantBinaryPropertySerialization;
}
public bool IsForcingUnicode()
{
return _arForceUnicode;
}
public bool IsPersistent()
{
return _arIsPersistent;
}
public bool IsError()
{
return _arIsError;
}
public bool IsCriticalError()
{
return _arIsCriticalError;
}
public bool ContainsCode()
{
return _arContainsCode;
}
public bool ContainsMap()
{
return _arContainsMap;
}
public bool RequiresLocalizationGather()
{
return _arRequiresLocalizationGather;
}
public bool ForceByteSwapping()
{
return _arForceByteSwapping;
}
public bool IsSerializingDefaults()
{
return _arSerializingDefaults > 0;
}
public bool IsIgnoringArchetypeRef()
{
return _arIgnoreArchetypeRef;
}
public bool DoDelta()
{
return !_arNoDelta;
}
public bool IsIgnoringOuterRef()
{
return _arIgnoreOuterRef;
}
public bool IsIgnoringClassGeneratedByRef()
{
return _arIgnoreClassGeneratedByRef;
}
public bool IsIgnoringClassRef()
{
return _arIgnoreClassRef;
}
public bool IsAllowingLazyLoading()
{
return _arAllowLazyLoading;
}
public bool IsObjectReferenceCollector()
{
return _arIsObjectReferenceCollector;
}
public bool IsModifyingWeakAndStrongReferences()
{
return _arIsModifyingWeakAndStrongReferences;
}
public bool IsCountingMemory()
{
return _arIsCountingMemory;
}
public uint GetPortFlags()
{
return _arPortFlags;
}
public bool HasAnyPortFlags(uint flags)
{
return (_arPortFlags & flags) != 0;
}
public bool HasAllPortFlags(uint flags)
{
return (_arPortFlags & flags) == flags;
}
public bool ShouldSkipBulkData()
{
return _arShouldSkipBulkData;
}
public long GetMaxSerializeSize()
{
return _arMaxSerializeSize;
}
/// <summary>
/// Sets the archive version number. Used by the code that makes sure that FLinkerLoad's
/// internal archive versions match the file reader it creates.
/// </summary>
/// <param name="inVer">new version number</param>
public void SetUE4Ver(int inVer)
{
_arUE4Ver = inVer;
}
/// <summary>
/// Sets the archive licensee version number. Used by the code that makes sure that FLinkerLoad's
/// internal archive versions match the file reader it creates.
/// </summary>
/// <param name="inVer">new version number</param>
public void SetLicenseeUE4Ver(int inVer)
{
_arLicenseeUE4Ver = inVer;
}
/// <summary>
/// Sets the archive engine version. Used by the code that makes sure that FLinkerLoad's
/// internal archive versions match the file reader it creates.
/// </summary>
/// <param name="inVer">new version number</param>
public void SetEngineVer(FEngineVersion inVer)
{
_arEngineVer = inVer;
}
/// <summary>
/// Sets the archive engine network version.
/// </summary>
/// <param name="inEngineNetVer"></param>
public void SetEngineNetVer(EEngineNetworkVersionHistory inEngineNetVer)
{
_arEngineNetVer = inEngineNetVer;
}
/// <summary>
/// Sets the archive game network version.
/// </summary>
/// <param name="inGameNetVer"></param>
public void SetGameNetVer(uint inGameNetVer)
{
_arGameNetVer = inGameNetVer;
}
/// <summary>
/// Toggle saving as Unicode. This is needed when we need to make sure ANSI strings are saved as Unicode
/// </summary>
/// <param name="enabled">set to true to force saving as Unicode</param>
public void SetForceUnicode(bool enabled)
{
_arForceUnicode = enabled;
}
public virtual bool IsFilterEditorOnly()
{
return _arIsFilterEditorOnly;
}
public virtual void SetFilterEditorOnly(bool inFilterEditorOnly)
{
_arIsFilterEditorOnly = inFilterEditorOnly;
}
public abstract void Dispose();
}
@@ -0,0 +1,234 @@
using System.Collections;
using Prospect.Unreal.Exceptions;
namespace Prospect.Unreal.Serialization;
public class FBitReader : FArchive
{
public FBitReader(byte[] src) : this(src, src?.Length << 3 ?? 0)
{
}
public FBitReader(byte[]? src, int num)
{
_arIsPersistent = true;
_arIsLoading = true;
_arIsNetArchive = true;
Num = num;
if (src != null)
{
Buffer = src;
BufferBits = new BitArray(src);
ApplyMask();
}
else
{
Buffer = Array.Empty<byte>();
BufferBits = new BitArray(Buffer);
}
}
private byte[] Buffer { get; set; }
private BitArray BufferBits { get; set; }
public long Pos { get; set; }
private long Num { get; set; }
public unsafe void SetData(byte[] src, long countBits)
{
Pos = 0;
Num = countBits;
Buffer = src;
if ((Num & 7) != 0)
{
Buffer[Num >> 3] &= FBitUtil.GMask[Num & 7];
}
BufferBits = new BitArray(Buffer);
}
public unsafe void SetData(FBitReader src, long countBits)
{
Pos = 0;
Num = countBits;
if (src.GetBitsLeft() < countBits)
{
throw new UnrealSerializationException($"SetData overflow. ({src.GetBitsLeft()} < {countBits})");
}
SetEngineNetVer(src.EngineNetVer());
SetGameNetVer(src.GameNetVer());
Buffer = new byte[(countBits + 7) >> 3];
fixed (byte* pBuffer = Buffer)
{
src.SerializeBits(pBuffer, countBits);
}
BufferBits = new BitArray(Buffer);
}
public override unsafe void SerializeBits(void* dest, long lengthBits)
{
if (lengthBits == 1)
{
((byte*) dest)[0] = (byte) (BufferBits[(int) Pos++] ? 0x01 : 0x00);
}
else if (lengthBits != 0)
{
((byte*) dest)[0] = 0;
fixed (byte* pBuffer = Buffer)
{
FBitUtil.AppBitsCpy((byte*) dest, 0, pBuffer, (int) Pos, (int) lengthBits);
}
Pos += lengthBits;
}
}
public override unsafe void SerializeInt(uint* outValue, uint valueMax)
{
uint value = 0;
var localPos = Pos;
var localNum = Num;
for (uint mask = 1; (value + mask) < valueMax && (mask != 0); mask *= 2, localPos++)
{
if (localPos >= localNum)
{
throw new UnrealSerializationException("BitReader::SerializeInt Overflow.");
}
if (BufferBits[(int) localPos])
{
value |= mask;
}
}
Pos = localPos;
*outValue = value;
}
public override unsafe uint ReadInt(uint max)
{
uint value = 0;
SerializeInt(&value, max);
return value;
}
public override bool ReadBit()
{
return BufferBits[(int) Pos++];
}
public override unsafe void Serialize(void* dest, long lengthBytes)
{
SerializeBits(dest, lengthBytes * 8);
}
public unsafe byte* GetData()
{
fixed (byte* pBuffer = Buffer)
{
return pBuffer;
}
}
public byte[] GetBuffer()
{
return Buffer;
}
public int GetBufferPosChecked()
{
if (Pos % 8 != 0)
{
throw new UnrealSerializationException("FBitReader Pos % 8 != 0");
}
return (int) (Pos >> 3);
}
public int GetBytesLeft()
{
return (int) ((Num - Pos + 7) >> 3);
}
public int GetBitsLeft()
{
return Math.Max((int) (Num - Pos), 0);
}
public bool AtEnd()
{
return _arIsError || Pos >= Num;
}
public int GetNumBytes()
{
return (int) ((Num + 7) >> 3);
}
public int GetNumBits()
{
return (int) Num;
}
public int GetPosBits()
{
return (int) Pos;
}
public void AppendDataFromChecked(int inBufferPos, byte[] inBuffer, int inBitsCount)
{
if (Num % 8 != 0)
{
throw new UnrealSerializationException("FBitReader Pos % 8 != 0");
}
// Copy to buffer.
var merged = new byte[Buffer.Length + inBuffer.Length - inBufferPos];
System.Buffer.BlockCopy(Buffer, 0, merged, 0, Buffer.Length);
System.Buffer.BlockCopy(inBuffer, inBufferPos, merged, Buffer.Length, inBuffer.Length - inBufferPos);
Buffer = merged;
BufferBits = new BitArray(Buffer);
Num += inBitsCount;
ApplyMask();
}
private void ApplyMask()
{
if ((Num & 7) != 0)
{
var mask = FBitUtil.GMask[Num & 7];
var num = (int) Num;
// Apply to bytes.
Buffer[num >> 3] &= mask;
// Apply to bits.
for (int i = 0; i <= 7; i++)
{
BufferBits[num - i] &= ((mask >> 7 - i) & 0x1) == 1;
}
}
}
public override void Dispose()
{
}
}
@@ -0,0 +1,107 @@
namespace Prospect.Unreal.Serialization;
public class FBitUtil
{
public static readonly byte[] GShift = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80};
public static readonly byte[] GMask = {0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x3f, 0x7f};
public static unsafe void AppBitsCpy(byte* dest, int destBit, byte* src, int srcBit, int bitCount)
{
if (bitCount == 0) return;
// Special case - always at least one bit to copy,
// a maximum of 2 bytes to read, 2 to write - only touch bytes that are actually used.
if (bitCount <= 8)
{
int aDestIndex = destBit / 8;
int aSrcIndex = srcBit / 8;
int aLastDest = (destBit + bitCount - 1) / 8;
int aLastSrc = (srcBit + bitCount - 1) / 8;
int shiftSrc = srcBit & 7;
int shiftDest = destBit & 7;
int firstMask = 0xFF << shiftDest;
int lastMask = 0xFE << ((destBit + bitCount - 1) & 7); // Pre-shifted left by 1.
int accu;
if (aSrcIndex == aLastSrc)
accu = (src[aSrcIndex] >> shiftSrc);
else
accu = ((src[aSrcIndex] >> shiftSrc) | (src[aLastSrc] << (8 - shiftSrc)));
// One byte.
if (aDestIndex == aLastDest)
{
int multiMask = firstMask & ~lastMask;
dest[aDestIndex] = (byte) ((dest[aDestIndex] & ~multiMask) | ((accu << shiftDest) & multiMask));
}
// Two bytes.
else
{
dest[aDestIndex] = (byte) ((dest[aDestIndex] & ~firstMask) | ((accu << shiftDest) & firstMask));
dest[aLastDest] = (byte) ((dest[aLastDest] & lastMask) | ((accu >> (8 - shiftDest)) & ~lastMask));
}
return;
}
// Main copier, uses byte sized shifting. Minimum size is 9 bits, so at least 2 reads and 2 writes.
int destIndex = destBit / 8;
int firstSrcMask = 0xFF << (destBit & 7);
int lastDest = (destBit + bitCount) / 8;
int lastSrcMask = 0xFF << ((destBit + bitCount) & 7);
int srcIndex = srcBit / 8;
int lastSrc = (srcBit + bitCount) / 8;
int shiftCount = (destBit & 7) - (srcBit & 7);
int destLoop = lastDest - destIndex;
int srcLoop = lastSrc - srcIndex;
int fullLoop;
int bitAccu;
// Lead-in needs to read 1 or 2 source bytes depending on alignment.
if (shiftCount >= 0)
{
fullLoop = Math.Max(destLoop, srcLoop);
bitAccu = src[srcIndex] << shiftCount;
shiftCount += 8; //prepare for the inner loop.
}
else
{
shiftCount += 8; // turn shifts -7..-1 into +1..+7
fullLoop = Math.Max(destLoop, srcLoop - 1);
bitAccu = src[srcIndex] << shiftCount;
srcIndex++;
shiftCount += 8; // Prepare for inner loop.
bitAccu = ((src[srcIndex] << shiftCount) + (bitAccu)) >> 8;
}
// Lead-in - first copy.
dest[destIndex] = (byte)((bitAccu & firstSrcMask) | (dest[destIndex] & ~firstSrcMask));
srcIndex++;
destIndex++;
// Fast inner loop.
for (; fullLoop > 1; fullLoop--)
{ // ShiftCount ranges from 8 to 15 - all reads are relevant.
bitAccu = ((src[srcIndex] << shiftCount) + (bitAccu)) >> 8; // Copy in the new, discard the old.
srcIndex++;
dest[destIndex] = (byte)bitAccu; // Copy low 8 bits.
destIndex++;
}
// Lead-out.
if (lastSrcMask != 0xFF)
{
if ((srcBit + bitCount - 1) / 8 == srcIndex) // Last legal byte ?
{
bitAccu = ((src[srcIndex] << shiftCount) + (bitAccu)) >> 8;
}
else
{
bitAccu = bitAccu >> 8;
}
dest[destIndex] = (byte)((dest[destIndex] & lastSrcMask) | (bitAccu & ~lastSrcMask));
}
}
}
@@ -0,0 +1,137 @@
using System.Buffers;
using System.Collections;
using Prospect.Unreal.Core;
using Serilog;
namespace Prospect.Unreal.Serialization;
public class FBitWriter : FArchive
{
private static readonly ILogger Logger = Log.ForContext<FBitWriter>();
private static readonly ArrayPool<byte> Pool = ArrayPool<byte>.Create();
public FBitWriter(int inMaxBits, bool inAllowResize = false)
{
Num = 0;
Max = inMaxBits;
AllowResize = inAllowResize;
Buffer = Pool.Rent((inMaxBits + 7) >> 3);
_arIsSaving = true;
_arIsPersistent = true;
_arIsNetArchive = true;
}
private byte[] Buffer { get; set; }
private long Num { get; set; }
private long Max { get; set; }
private bool AllowResize { get; }
private bool AllowOverflow { get; }
public override void Dispose()
{
Pool.Return(Buffer, true);
}
public override unsafe void Serialize(void* src, long lengthBytes)
{
var lengthBits = lengthBytes * 8;
if (AllowAppend(lengthBits))
{
fixed (byte* pBuffer = Buffer)
{
FBitUtil.AppBitsCpy(pBuffer, (int)Num, (byte*)src, 0, (int)lengthBits);
}
Num += lengthBits;
}
else
{
SetOverflowed(lengthBits);
}
}
public void SerializeBits(BitArray bits, int lengthBits)
{
if (AllowAppend(lengthBits))
{
for (var i = 0; i < lengthBits; i++)
{
WriteBit((byte)(bits.Get(i) ? 1 : 0));
}
}
else
{
SetOverflowed(lengthBits);
}
}
public void WriteBit(byte value)
{
if (AllowAppend(1))
{
if (value != 0)
{
Buffer[Num >> 3] |= FBitUtil.GShift[Num & 7];
}
Num++;
}
else
{
SetOverflowed(1);
}
}
private void SetOverflowed(long lengthBits)
{
if (!AllowOverflow)
{
Logger.Error("FBitWriter overflowed (WriteLen: {Len}, Remaining: {Remaining}, Max: {Max})", lengthBits, (Max - Num), Max);
}
SetError();
}
private bool AllowAppend(long lengthBits)
{
if (Num + lengthBits > Max)
{
if (AllowResize)
{
throw new NotImplementedException();
}
else
{
return false;
}
}
return true;
}
public byte[] GetData()
{
if (IsError())
{
Logger.Error("Retrieved data from a BitWriter that had an error");
}
return Buffer;
}
public long GetNumBytes()
{
return (Num + 7) >> 3;
}
public long GetNumBits()
{
return Num;
}
public long GetMaxBits()
{
return Max;
}
}
@@ -0,0 +1,20 @@
using System.Buffers;
namespace Prospect.Unreal.Serialization;
public class FMemoryWriter : FArchive
{
private static readonly ArrayPool<byte> Pool = ArrayPool<byte>.Create();
public FMemoryWriter()
{
}
public override void Dispose()
{
}
}