Some fixes
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@@ -144,14 +144,15 @@ Networking is enabled for Windows and the Emscripten web client:
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- `proj-web/CMakeLists.txt` defines `NETWORK`, compiles the shared protocol,
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replica, and remote-host code, and links Emscripten's `websocket.js` library.
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`WebsocketGameClient.cpp` selects the browser WebSocket API on Emscripten; it
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does not use Boost.Asio or Boost.Beast there.
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- `wss://` (TLS) is supported by the Windows client only. `proj-windows` also defines
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does not use Boost.Asio, Boost.Beast, or OpenSSL there. The browser performs
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the TLS handshake and certificate/hostname validation for `wss://`.
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- `proj-windows` defines
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`NETWORK_TLS` and links static OpenSSL 3.4.1, which CMake downloads and builds
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automatically at configure time (`cmake/ThirdParty.cmake`, section 12) using a
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downloaded portable Strawberry Perl and the nmake from the installed Visual Studio
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(located through `vswhere`). Builds go to `thirdparty/openssl-3.4.1/install-Debug`
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and `install-Release`; later configures skip them. `NETWORK_TLS` unset (server tests)
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means `wss://` endpoints fail with a logged error.
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means native `wss://` endpoints fail with a logged error.
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- Linux and Android builds do not define `NETWORK` and do not compile the
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network transport.
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@@ -170,15 +171,24 @@ Run it from the repository root:
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.\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
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```
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The listener defaults to `0.0.0.0:8080`. It can be changed with:
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The listener defaults to `0.0.0.0:8080` and serves plain WebSocket traffic. It can be changed with:
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```text
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--address IP
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--port N
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```
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Launch the Windows game and select `battle_zone_multiplayer`. The client connects to
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`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
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Launch the Windows game and select `battle_zone_multiplayer`. The production client
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default is `wss://api.shadowoverbishkek.com/server001/`; the endpoint is currently
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configured in `Game.cpp`. Selecting another campaign continues to use the local
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server.
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For the Web build, serve the page over HTTPS and ensure the TLS-terminating reverse
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proxy presents a valid certificate for `api.shadowoverbishkek.com`, accepts the
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WebSocket upgrade at `/server001/`, and forwards the upgraded connection to the
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plain server listener. A page served over HTTPS cannot connect to a `ws://` endpoint
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because browsers block that mixed-content request. Certificate and hostname errors
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are enforced by the browser and cannot be bypassed by the C++ client.
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## Verification
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@@ -32,6 +32,31 @@ bool waitFor(Predicate predicate)
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int main()
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{
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FRG::WebsocketEndpoint secureEndpoint;
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require(
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secureEndpoint.parse(
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"wss://api.shadowoverbishkek.com/server001/"),
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"secure WebSocket endpoint was rejected");
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require(
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secureEndpoint.host == "api.shadowoverbishkek.com" &&
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secureEndpoint.port == "443" &&
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secureEndpoint.path == "/server001/" &&
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secureEndpoint.useTls,
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"secure WebSocket endpoint was parsed incorrectly");
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FRG::WebsocketEndpoint insecureEndpoint;
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require(
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insecureEndpoint.parse("ws://127.0.0.1:8080/"),
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"insecure WebSocket endpoint was rejected");
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require(
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insecureEndpoint.host == "127.0.0.1" &&
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insecureEndpoint.port == "8080" &&
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!insecureEndpoint.useTls,
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"insecure WebSocket endpoint was parsed incorrectly");
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FRG::WebsocketEndpoint invalidEndpoint;
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require(
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!invalidEndpoint.parse("https://api.shadowoverbishkek.com/"),
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"non-WebSocket endpoint was accepted");
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FRG::CampaignConfig campaign;
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campaign.id = "test_lockstep";
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campaign.networkPlayerSlots = {"player", "player2"};
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@@ -564,6 +564,10 @@ namespace FRG
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if (!endpoint.parse(kMultiplayerServerUrl)) {
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logger() << "[network] Invalid multiplayer server URL: "
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<< kMultiplayerServerUrl << std::endl;
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remoteCampaignActive = false;
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gameServer.use(internalGameServer);
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gameServerHost.use(localGameServerHost);
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return;
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}
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websocketGameClient = std::make_unique<WebsocketGameClient>(endpoint);
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remoteGameServerHost =
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@@ -145,7 +145,7 @@ public:
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attributes.createOnMainThread = EM_TRUE;
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socket_ = emscripten_websocket_new(&attributes);
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if (socket_ <= 0) {
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fail("create WebSocket");
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fail("create WebSocket", socket_);
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return;
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}
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@@ -205,11 +205,21 @@ private:
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}
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static EM_BOOL onClose(
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int, const EmscriptenWebSocketCloseEvent*, void* userData)
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int, const EmscriptenWebSocketCloseEvent* event, void* userData)
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{
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auto* self = static_cast<Impl*>(userData);
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self->connected_ = false;
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if (!self->closing_) self->fail("WebSocket close");
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if (!self->closing_) {
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std::cerr << "[network] WebSocket closed";
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if (event) {
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std::cerr << " (code " << event->code;
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if (event->reason[0] != '\0')
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std::cerr << ", reason: " << event->reason;
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std::cerr << ')';
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}
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std::cerr << '\n';
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self->connectionFailed_ = true;
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}
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return EM_TRUE;
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}
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@@ -226,11 +236,13 @@ private:
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return EM_TRUE;
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}
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void fail(const char* operation)
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void fail(const char* operation, int result = 0)
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{
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connected_ = false;
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connectionFailed_ = true;
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std::cerr << "[network] " << operation << " failed" << std::endl;
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std::cerr << "[network] " << operation << " failed";
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if (result != 0) std::cerr << " (result " << result << ')';
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std::cerr << std::endl;
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}
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std::string host_;
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