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@@ -0,0 +1,28 @@
|
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name: Build Game Server
|
||||
on:
|
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push:
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branches: [game-server]
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workflow_dispatch: {}
|
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env:
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IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
|
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jobs:
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build:
|
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runs-on: ubuntu-latest
|
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steps:
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- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Build & push image
|
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run: |
|
||||
set -e
|
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echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
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SHA="${GITHUB_SHA::12}"
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docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
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docker push --all-tags "${IMAGE}"
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- name: Notify ntfy
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if: always()
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run: |
|
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if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
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curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
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-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
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-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
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@@ -0,0 +1,14 @@
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
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# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
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FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
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WORKDIR /src
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COPY src/ ./src/
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RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
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FROM mcr.microsoft.com/dotnet/runtime:8.0
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WORKDIR /app
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COPY --from=build /app ./
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# Le réseau Unreal est en UDP.
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EXPOSE 7777/udp
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# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
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ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
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@@ -0,0 +1,62 @@
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# Serveur de jeu dédié — R&D (branche `game-server`)
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> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
|
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> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
|
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> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
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> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
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|
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## Pièces en jeu
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- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
|
||||
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
|
||||
`AGameModeBase`/`APlayerController`/`APawn`).
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- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
|
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## État actuel (ce qui marche côté serveur)
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Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
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|
||||
```
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NMT_Hello → SendChallenge
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NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
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NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
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```
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Corrections/avancées de cette branche :
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- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
|
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au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
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- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
|
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- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
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(c'était le point de blocage juste avant le spawn).
|
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## Ce qui manque (roadmap, du plus atteignable au plus dur)
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1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
|
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harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
|
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2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
|
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personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
|
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bon **NetGUID / class path** pour que le client l'instancie.
|
||||
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
|
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(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
|
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4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
|
||||
|
||||
Les jalons 2–3 demandent de connaître les **classes répliquées du jeu** (côté client, non
|
||||
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
|
||||
|
||||
## Build / run
|
||||
```bash
|
||||
# build
|
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dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
|
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# run (défauts : station, port 7777 UDP)
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dotnet run --project src/Prospect.Server.Game
|
||||
# ou conteneur
|
||||
docker build -t the-cycle-game -f Dockerfile.gameserver .
|
||||
docker run --rm -p 7777:7777/udp the-cycle-game
|
||||
```
|
||||
|
||||
## CI/CD
|
||||
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
|
||||
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
|
||||
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
|
||||
|
||||
## Honnêteté
|
||||
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
|
||||
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
|
||||
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
|
||||
@@ -0,0 +1,90 @@
|
||||
# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
|
||||
|
||||
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
|
||||
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
|
||||
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
|
||||
|
||||
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
|
||||
|
||||
## Ce qui fonctionne (murs franchis)
|
||||
|
||||
La connexion d'un vrai client va jusqu'à l'entrée du login :
|
||||
|
||||
```
|
||||
Handshake stateless UDP (cookie/challenge) ✅
|
||||
Reconstruction du paquet (PacketHandler) ✅
|
||||
Séquençage des paquets (adopt des seq client) ✅
|
||||
Alignement des bunches ✅ ← percée
|
||||
Canal de contrôle ouvert ✅
|
||||
NMT_Hello reçu et parsé ✅
|
||||
Transition login Hello → Login ✅
|
||||
Chiffrement DTLS-PSK ❌ ← mur final
|
||||
```
|
||||
|
||||
### Percée : le bit de header spécifique R3.5.0
|
||||
|
||||
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
|
||||
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
|
||||
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
|
||||
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
|
||||
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
|
||||
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
|
||||
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
|
||||
serveur droppait/plantait.
|
||||
|
||||
## Le mur final : chiffrement DTLS-PSK
|
||||
|
||||
Le client **exige** le chiffrement. Établi par reverse-engineering :
|
||||
|
||||
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
|
||||
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
|
||||
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
|
||||
- Pile PacketHandler du client (ses propres logs) :
|
||||
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
|
||||
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
|
||||
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
|
||||
→ **DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
|
||||
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`** →
|
||||
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
|
||||
entropie faible + longues suites de zéros le confirment).
|
||||
|
||||
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
|
||||
ferme le canal de contrôle juste après.
|
||||
|
||||
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
|
||||
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
|
||||
partir du user_id/EntityToken.
|
||||
|
||||
## Pourquoi la clé est inaccessible (statique)
|
||||
|
||||
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
|
||||
BattlEye) :
|
||||
|
||||
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
|
||||
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
|
||||
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
|
||||
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
|
||||
|
||||
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
|
||||
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
|
||||
ce code chiffré.
|
||||
|
||||
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
|
||||
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
|
||||
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
|
||||
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
|
||||
|
||||
## Fichiers clés
|
||||
|
||||
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
|
||||
- `src/Prospect.Unreal/Net/UNetConnection.cs` — `ReceivedPacket` : fix du bit de header
|
||||
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
|
||||
- `src/Prospect.Unreal/Runtime/UWorld.cs` — `NotifyControlMessage` : Hello/Login ;
|
||||
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
|
||||
|
||||
## Verdict
|
||||
|
||||
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
|
||||
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
|
||||
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
|
||||
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
|
||||
@@ -9,14 +9,6 @@ public class RequestLoggerMiddleware
|
||||
private readonly ILogger<RequestLoggerMiddleware> _logger;
|
||||
private readonly RequestDelegate _next;
|
||||
|
||||
// Keywords used to surface social/squad/invite traffic while reverse-engineering the
|
||||
// squad-invite flow (see SQUAD-EMULATION.md). Matched against the path AND the body
|
||||
// (the CloudScript function name lives in the body of /Client/ExecuteFunction).
|
||||
private static readonly string[] SocialKeywords =
|
||||
{
|
||||
"group", "party", "lobby", "squad", "invite", "friend", "social", "matchmak",
|
||||
};
|
||||
|
||||
public RequestLoggerMiddleware(ILogger<RequestLoggerMiddleware> logger, RequestDelegate next)
|
||||
{
|
||||
_logger = logger;
|
||||
@@ -40,27 +32,6 @@ public class RequestLoggerMiddleware
|
||||
}
|
||||
|
||||
await _next(context);
|
||||
|
||||
// ── Capture pass (squad-invite RE, see SQUAD-EMULATION.md) ──────────────
|
||||
// Runs AFTER the pipeline so we know whether the request was actually routed.
|
||||
if (context.Request.Method == "POST")
|
||||
{
|
||||
var path = context.Request.Path.Value ?? "";
|
||||
var haystack = (path + " " + body).ToLowerInvariant();
|
||||
|
||||
// Any POST that fell through to a 404 = an endpoint the emulator does NOT implement
|
||||
// (e.g. a native PlayFab /Group/CreateGroup or /Lobby/* the client tried to call).
|
||||
if (context.Response.StatusCode == 404)
|
||||
{
|
||||
_logger.LogWarning("[CAPTURE UNROUTED] {Method} {Url} -> 404 | Body {Body}",
|
||||
context.Request.Method, context.Request.GetDisplayUrl(), body);
|
||||
}
|
||||
else if (SocialKeywords.Any(k => haystack.Contains(k)))
|
||||
{
|
||||
_logger.LogInformation("[CAPTURE SOCIAL] {Url} ({Status}) | Body {Body}",
|
||||
context.Request.GetDisplayUrl(), context.Response.StatusCode, body);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static async Task<string> RequestAsync(HttpRequest request)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Net.Actors;
|
||||
using Prospect.Unreal.Runtime;
|
||||
using Serilog;
|
||||
|
||||
@@ -25,28 +26,55 @@ internal static class Program
|
||||
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
|
||||
.CreateLogger();
|
||||
|
||||
Logger.Information("Starting Prospect.Server.Game");
|
||||
// The Cycle: Frontier authoritative game server.
|
||||
// We start on the station map (the simplest shared space to get two players spawned
|
||||
// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
|
||||
// work end to end. AI and loot are intentionally out of scope for now.
|
||||
var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
|
||||
var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
|
||||
var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
|
||||
|
||||
// Prospect:
|
||||
// Map: /Game/Maps/MP/Station/Station_P
|
||||
// GameMode: /Script/Prospect/YGameMode_Station
|
||||
Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port);
|
||||
|
||||
var worldUrl = new FUrl
|
||||
{
|
||||
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
|
||||
};
|
||||
var worldUrl = new FUrl { Map = map, Port = port };
|
||||
worldUrl.Options.Add($"game={gameMode}");
|
||||
|
||||
await using (var world = new ProspectWorld())
|
||||
{
|
||||
world.SetGameInstance(new UGameInstance());
|
||||
world.SetGameMode(worldUrl);
|
||||
|
||||
// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
|
||||
// fails with "GameSession is null" and the player is never spawned.
|
||||
var authGameMode = world.GetAuthGameMode();
|
||||
if (authGameMode != null && authGameMode.GameSession == null)
|
||||
{
|
||||
authGameMode.GameSession = new AGameSession();
|
||||
}
|
||||
|
||||
world.InitializeActorsForPlay(worldUrl, true);
|
||||
world.Listen();
|
||||
|
||||
if (!world.Listen())
|
||||
{
|
||||
Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
|
||||
return;
|
||||
}
|
||||
|
||||
Logger.Information("Server listening on :{Port}. Waiting for players…", port);
|
||||
|
||||
while (await Tick.WaitForNextTickAsync())
|
||||
{
|
||||
try
|
||||
{
|
||||
world.Tick(TickRate);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// A misaligned/incompatible client packet must not kill the whole server
|
||||
// (R&D: the client's exact net version isn't matched yet). Log and continue.
|
||||
Logger.Error(ex, "Tick error (bad packet?) — continuing");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger.Information("Shutting down");
|
||||
|
||||
@@ -129,16 +129,19 @@ public class FNetPacketNotify
|
||||
{
|
||||
if (!notificationData.Seq.Greater(_inSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!_outSeq.Greater(notificationData.AckedSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -185,6 +185,8 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
|
||||
public override void Incoming(FBitReader packet)
|
||||
{
|
||||
var diagTotalBits = packet.GetBitsLeft();
|
||||
|
||||
if (_magicHeader.Length > 0)
|
||||
{
|
||||
// Skip magic header.
|
||||
@@ -192,6 +194,11 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
|
||||
// [HS-DIAG] Compare the incoming packet against what the stateless handshake expects.
|
||||
// The Cycle client may use a magic header / different handshake size than 227 bits.
|
||||
Logger.Information("[HS-DIAG] Incoming totalBits={Total} magicLen={Magic} bHandshake={HS} bitsLeftAfterFlag={Left} expectAfterFlag={Exp}",
|
||||
diagTotalBits, _magicHeader.Length, bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
var bRestartHandshake = false;
|
||||
@@ -392,6 +399,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
Logger.Information("[HS-DIAG-CL] Incoming flag={HS} bitsLeftAfterFlag={Left} expect={Exp}", bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
|
||||
_lastChallengeSuccessAddress = null;
|
||||
|
||||
@@ -404,6 +412,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
Span<byte> origCookie = stackalloc byte[CookieByteSize];
|
||||
|
||||
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
|
||||
Logger.Information("[HS-DIAG-CL] parsed ok={Ok} restart={R} secretId={S} timestamp={T}", bHandshakePacket, bRestartHandshake, secretId, timestamp);
|
||||
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
@@ -412,6 +421,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
var bInitialConnect = timestamp == 0.0;
|
||||
if (bInitialConnect)
|
||||
{
|
||||
Logger.Information("[HS-DIAG-CL] initial -> SendConnectChallenge to {Addr}", address);
|
||||
SendConnectChallenge(address);
|
||||
}
|
||||
else if (_driver != null)
|
||||
@@ -430,6 +440,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
GenerateCookie(address, secretId, timestamp, regenCookie);
|
||||
|
||||
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
|
||||
Logger.Information("[HS-DIAG-CL] challenge response cookieMatch={Ok}", bChallengeSuccess);
|
||||
|
||||
if (bChallengeSuccess)
|
||||
{
|
||||
|
||||
@@ -267,6 +267,8 @@ public abstract class UNetConnection : UPlayer
|
||||
/// <summary>
|
||||
/// Full incoming packet index.
|
||||
/// </summary>
|
||||
private bool _bAdoptedInitialSequence;
|
||||
|
||||
public int InPacketId { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
@@ -515,6 +517,19 @@ public abstract class UNetConnection : UPlayer
|
||||
return;
|
||||
}
|
||||
|
||||
// The Cycle client (UE4 R3.5.0) writes one extra bit between the packet's
|
||||
// ack history and the packet-info payload that stock UE 4.27 (EngineNetVer
|
||||
// 16) does not. Bit-decoding real client packets showed the header is 65
|
||||
// bits, not 64: consuming this bit realigns everything downstream — the
|
||||
// bHasPacketInfoPayload flag, the 10-bit jitter clock and bHasServerFrameTime
|
||||
// then land exactly, and the first control-channel bunch parses cleanly
|
||||
// (ChIndex 0, NMT_Hello). Observed always 0 in captures.
|
||||
var bCycleExtraHeaderBit = reader.ReadBit();
|
||||
if (bCycleExtraHeaderBit)
|
||||
{
|
||||
Logger.Warning("[HS-HDR] Cycle extra header bit was set (expected 0)");
|
||||
}
|
||||
|
||||
var bHasPacketInfoPayload = true;
|
||||
|
||||
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
|
||||
@@ -540,6 +555,25 @@ public abstract class UNetConnection : UPlayer
|
||||
}
|
||||
|
||||
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
|
||||
// The Cycle client doesn't derive its initial packet sequences from the handshake
|
||||
// cookie the way stock UE does, so our cookie-based InitSequence disagrees with it
|
||||
// and every packet looks out-of-order. On the very first packet, adopt the client's
|
||||
// announced sequences (Seq + AckedSeq) instead of the cookie-derived ones.
|
||||
if (packetSequenceDelta <= 0 && !_bAdoptedInitialSequence && Driver != null && Driver.IsServer())
|
||||
{
|
||||
_bAdoptedInitialSequence = true;
|
||||
var adoptIn = new SequenceNumber((ushort)(header.Seq.Value - 1));
|
||||
var adoptOut = new SequenceNumber((ushort)(header.AckedSeq.Value + 1));
|
||||
PacketNotify.Init(adoptIn, adoptOut);
|
||||
InPacketId = header.Seq.Value - 1;
|
||||
OutPacketId = header.AckedSeq.Value + 1;
|
||||
OutAckPacketId = header.AckedSeq.Value;
|
||||
LastNotifiedPacketId = OutAckPacketId;
|
||||
Logger.Information("[HS-SEQ] Adopted client sequences: inSeq={In} outSeq={Out}", header.Seq.Value, header.AckedSeq.Value + 1);
|
||||
packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
}
|
||||
|
||||
if (packetSequenceDelta > 0)
|
||||
{
|
||||
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
|
||||
@@ -645,7 +679,10 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
if (bunch.ChIndex >= MaxChannelSize)
|
||||
{
|
||||
throw new Exception("Bunch channel index exceeds channel limit");
|
||||
// Don't crash the whole server on a malformed/misaligned bunch (e.g. a
|
||||
// version/bit-alignment mismatch with the client). Log and drop the packet.
|
||||
Logger.Error("[HS-SEQ] Bunch channel index {Idx} exceeds limit {Max} (netVer={Ver}) — dropping packet", bunch.ChIndex, MaxChannelSize, (int)bunch.EngineNetVer());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1079,6 +1116,7 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
public void InitSequence(int incomingSequence, int outgoingSequence)
|
||||
{
|
||||
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
|
||||
if (InPacketId == -1)
|
||||
{
|
||||
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
|
||||
|
||||
@@ -286,7 +286,29 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException("Encryption");
|
||||
// R&D WALL — The Cycle mandates encryption on the game connection.
|
||||
// The client's NMT_Hello carries EncryptionToken = its PlayFab
|
||||
// user_id (e.g. "92EBCFE8C3EAF3AC"), and the client PacketHandler
|
||||
// stack is [DTLSHandlerComponent, StatelessConnectHandlerComponent]
|
||||
// (confirmed from the client's own logs). Encryption is therefore
|
||||
// DTLS in PSK mode (the shipping exe bundles ECDHE/DHE-PSK-AES256
|
||||
// cipher suites + a "DTLS.PreSharedKeys" cvar + DTLSPSK*Callback).
|
||||
//
|
||||
// Proceeding to the challenge WITHOUT sending NMT_EncryptionAck does
|
||||
// NOT work: the client requires encryption and closes the control
|
||||
// channel immediately after the plaintext challenge.
|
||||
//
|
||||
// To finish this we'd need (1) a DTLS-PSK server that matches UE's
|
||||
// DTLSHandlerComponent framing, and (2) the 32-byte PSK the client
|
||||
// derives per user_id. The derivation lives in the client's code,
|
||||
// which cannot be recovered statically: the exe is packed/encrypted
|
||||
// (.text entropy = 8.0), so Ghidra/radare2 see only ciphertext. The
|
||||
// only route left is a runtime memory dump of the decrypted image.
|
||||
//
|
||||
// For now: log and proceed to the challenge so the flow is visible
|
||||
// in logs; the client will close afterwards.
|
||||
Logger.Warning("Client requires DTLS-PSK encryption (EncryptionToken={Token}); server-side DTLS not implemented — connection will be dropped by client", encryptionToken);
|
||||
connection.SendChallengeControlMessage();
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -434,13 +456,14 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
|
||||
private void WelcomePlayer(UNetConnection connection)
|
||||
{
|
||||
// TODO: Properly fetch level name from CurrentLevel
|
||||
var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
|
||||
|
||||
// TODO: Properly fetch from AuthorityGameMode
|
||||
var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
|
||||
// Tell the client which level + game mode to travel to. Previously hardcoded to the
|
||||
// UE ThirdPerson template; now use the world's configured map and the "game=" option
|
||||
// (set by the host), falling back to the template if unset.
|
||||
var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map;
|
||||
var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty;
|
||||
var redirectUrl = string.Empty;
|
||||
|
||||
Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
|
||||
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
|
||||
|
||||
connection.FlushNet();
|
||||
|
||||
Reference in New Issue
Block a user