polygon-website-foss/api/polygongs/gameserver.php

338 lines
12 KiB
PHP

<?php require $_SERVER['DOCUMENT_ROOT']."/api/private/core.php";
use pizzaboxer\ProjectPolygon\Polygon;
use pizzaboxer\ProjectPolygon\RBXClient;
use pizzaboxer\ProjectPolygon\PageBuilder;
if (!Polygon::IsGameserverAuthorized()) PageBuilder::instance()->errorCode(404);
$ScriptArgs = (object)
[
"jobId" => $_GET["jobId"] ?? "nil",
"placeId" => $_GET["placeId"] ?? "nil",
"port" => $_GET["port"] ?? "nil",
"maxPlayers" => $_GET["maxPlayers"] ?? "nil",
];
header("content-type: text/plain; charset=utf-8");
ob_start();
?>
local injectScriptAssetID = nil
local libraryRegistrationScriptAssetID = nil
local jobId = "<?=$ScriptArgs->jobId?>"
local placeId = <?=$ScriptArgs->placeId?>
local port = <?=$ScriptArgs->port?>
local maxPlayers = <?=$ScriptArgs->maxPlayers?>
local url = "http://<?=$_SERVER["HTTP_HOST"]?>"
local servicesUrl = url
local access = "<?=SITE_CONFIG["keys"]["GameserverAccess"]?>"
local PolygonTickets = {}
-- Signal to PolygonDLLUtilities to set DataModel.jobId
print(game.JobId)
-- StartGame --
pcall(function() game:GetService("ScriptContext"):AddStarterScript(injectScriptAssetID) end)
game:GetService("Visit"):SetUploadUrl("")
game:GetService("RunService"):Run()
-- REQUIRES: StartGanmeSharedArgs.txt
-- REQUIRES: MonitorGameStatus.txt
------------------- UTILITY FUNCTIONS --------------------------
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
-- returns the player object that killed this humanoid
-- returns nil if the killer is no longer in the game
function getKillerOfHumanoidIfStillInGame(humanoid)
-- check for kill tag on humanoid - may be more than one - todo: deal with this
local tag = humanoid:findFirstChild("creator")
-- find player with name on tag
if tag then
local killer = tag.Value
if killer.Parent then -- killer still in game
return killer
end
end
return nil
end
-- send kill and death stats when a player dies
function onDied(victim, humanoid)
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
local victorId = 0
if killer and killer.userId ~= victim.userId then
victorId = killer.userId
print("STAT: kill by " .. victorId .. " of " .. victim.userId)
game:HttpGet(url .. "/Game/Knockouts.ashx?UserID=" .. victorId .. "&" .. access)
print("STAT: death of " .. victim.userId .. " by " .. victorId)
game:HttpGet(url .. "/Game/Wipeouts.ashx?UserID=" .. victim.userId .. "&" .. access)
end
end
-- This code might move to C++
function characterRessurection(player)
if player.Character then
local humanoid = player.Character.Humanoid
humanoid.Died:connect(function() wait(5) player:LoadCharacter() end)
end
end
-----------------------------------END UTILITY FUNCTIONS -------------------------
-----------------------------------"CUSTOM" SHARED CODE----------------------------------
pcall(function() settings().Network.UseInstancePacketCache = true end)
pcall(function() settings().Network.UsePhysicsPacketCache = true end)
--pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.FIFO end)
pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.AccumulatedError end)
--settings().Network.PhysicsSend = 1 -- 1==RoundRobin
pcall(function() settings().Network.PhysicsSend = Enum.PhysicsSendMethod.ErrorComputation2 end)
pcall(function() settings().Network.ExperimentalPhysicsEnabled = true end)
pcall(function() settings().Network.WaitingForCharacterLogRate = 100 end)
pcall(function() settings().Diagnostics:LegacyScriptMode() end)
-----------------------------------START GAME SHARED SCRIPT------------------------------
local assetId = placeId -- might be able to remove this now
local scriptContext = game:GetService('ScriptContext')
pcall(function() scriptContext:AddStarterScript(libraryRegistrationScriptAssetID) end)
scriptContext.ScriptsDisabled = true
pcall(function() game:SetPlaceID(assetId, false) end)
game:GetService("ChangeHistoryService"):SetEnabled(false)
-- establish this peer as the Server
local ns = game:GetService("NetworkServer")
if url~=nil then
pcall(function() game:GetService("Players"):SetAbuseReportUrl(url .. "/AbuseReport/InGameChatHandler.ashx") end)
pcall(function() game:GetService("ScriptInformationProvider"):SetAssetUrl(url .. "/Asset/") end)
pcall(function() game:GetService("ContentProvider"):SetBaseUrl(url .. "/") end)
-- pcall(function() game:GetService("Players"):SetChatFilterUrl(url .. "/Game/ChatFilter.ashx") end)
game:GetService("BadgeService"):SetPlaceId(placeId)
if access~=nil then
game:GetService("BadgeService"):SetAwardBadgeUrl(url .. "/Game/Badge/AwardBadge.ashx?UserID=%d&BadgeID=%d&PlaceID=%d&" .. access)
game:GetService("BadgeService"):SetHasBadgeUrl(url .. "/Game/Badge/HasBadge.ashx?UserID=%d&BadgeID=%d&" .. access)
game:GetService("BadgeService"):SetIsBadgeDisabledUrl(url .. "/Game/Badge/IsBadgeDisabled.ashx?BadgeID=%d&PlaceID=%d&" .. access)
pcall(function() game:GetService("FriendService"):SetMakeFriendUrl(servicesUrl .. "/Friend/CreateFriend?firstUserId=%d&secondUserId=%d&jobId=" .. jobId .. "&" .. access) end)
pcall(function() game:GetService("FriendService"):SetBreakFriendUrl(servicesUrl .. "/Friend/BreakFriend?firstUserId=%d&secondUserId=%d&jobId=" .. jobId .. "&" .. access) end)
pcall(function() game:GetService("FriendService"):SetGetFriendsUrl(servicesUrl .. "/Friend/AreFriends?userId=%d&" .. access) end)
end
game:GetService("BadgeService"):SetIsBadgeLegalUrl("")
game:GetService("InsertService"):SetBaseSetsUrl(url .. "/Game/Tools/InsertAsset.ashx?nsets=10&type=base")
game:GetService("InsertService"):SetUserSetsUrl(url .. "/Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d")
game:GetService("InsertService"):SetCollectionUrl(url .. "/Game/Tools/InsertAsset.ashx?sid=%d")
game:GetService("InsertService"):SetAssetUrl(url .. "/Asset/?id=%d")
game:GetService("InsertService"):SetAssetVersionUrl(url .. "/Asset/?assetversionid=%d")
pcall(function() loadfile(url .. "/Game/LoadPlaceInfo.ashx?PlaceId=" .. placeId)() end)
pcall(function()
if access then
loadfile(url .. "/Game/PlaceSpecificScript.ashx?PlaceId=" .. placeId .. "&" .. access)()
end
end)
end
pcall(function() game:GetService("NetworkServer"):SetIsPlayerAuthenticationRequired(true) end)
settings().Diagnostics.LuaRamLimit = 0
--settings().Network:SetThroughputSensitivity(0.08, 0.01)
--settings().Network.SendRate = 35
--settings().Network.PhysicsSend = 0 -- 1==RoundRobin
--shared["__time"] = 0
--game:GetService("RunService").Stepped:connect(function (time) shared["__time"] = time end)
if placeId~=nil and url~=nil then
-- listen for the death of a Player
function createDeathMonitor(player)
-- we don't need to clean up old monitors or connections since the Character will be destroyed soon
if player.Character then
local humanoid = waitForChild(player.Character, "Humanoid")
humanoid.Died:connect(
function ()
onDied(player, humanoid)
end
)
end
end
-- listen to all Players' Characters
game:GetService("Players").ChildAdded:connect(
function (player)
createDeathMonitor(player)
player.Changed:connect(
function (property)
if property=="Character" then
createDeathMonitor(player)
end
end
)
end
)
end
function InactivityHandler(time)
wait(1)
if #game:GetService("Players"):GetChildren() > 0 then
if time ~= nil then
print("Inactive shutdown timer aborted")
end
return
end
if time == nil then
print("Server is inactive, shutting down in 5 minutes")
time = 0
end
if time == 300 then
game:Shutdown()
end
InactivityHandler(time+1)
end
game:GetService("Players").PlayerAdded:connect(function(player)
print("Player " .. player.userId .. " added")
characterRessurection(player)
player.Changed:connect(function(name)
if name=="Character" then
characterRessurection(player)
end
end)
player.Chatted:connect(function(message, recipient)
print("[" .. player.Name .. "]: " .. message)
end)
--[[ if url and access and placeId and player and player.userId then
game:HttpGet(url .. "/Game/ClientPresence.ashx?action=connect&" .. access .. "&Ticket=" .. player.PolygonTicket.Value)
game:HttpGet(url .. "/Game/PlaceVisit.ashx?Ticket=" .. player.PolygonTicket .. "&" .. access)
end --]]
end)
game:GetService("Players").PlayerRemoving:connect(function(player)
print("Player " .. player.userId .. " leaving")
if url and access and placeId and player and player.userId and PolygonTickets[player.userId] ~= nil then
game:HttpGet(url .. "/Game/ClientPresence.ashx?action=disconnect&" .. access .. "&Ticket=" .. PolygonTickets[player.userId])
PolygonTickets[player.userId] = nil
end
InactivityHandler()
end)
-- this is already handled by the arbiter, but this is still here just in case
game.Close:connect(function()
game:HttpGet(url .. "/api/polygongs/update-job?" .. access .. "&JobID=" .. jobId .. "&Status=Closed")
end)
if placeId~=nil and url~=nil then
-- yield so that file load happens in the heartbeat thread
wait()
-- load the game
game:Load(url .. "/asset/?id=" .. placeId .. "&" .. access)
end
ns.ChildAdded:connect(function(replicator)
player = replicator:GetPlayer()
i = 0
if player == nil then
while wait(0.25) do
player = replicator:GetPlayer()
if player ~= nil then break end
if i == 120 then
print("[paclib] kicked incoming connection because could not get player")
replicator:CloseConnection()
return
end
i = i + 1
end
end
if player.CharacterAppearance ~= url .. "/Asset/CharacterFetch.ashx?userId=" ..player.userId.. "&placeId=" .. placeId then
replicator:CloseConnection()
print("[paclib] kicked " .. player.Name .. " because player does not have correct character appearance for this server")
print("[paclib] correct character appearance url: " .. url .. "/Asset/CharacterFetch.ashx?userId=" .. player.userId .. "&placeId=" .. placeId)
print("[paclib] appearance that the server received: " .. player.CharacterAppearance)
return
end
if player:FindFirstChild("PolygonTicket") == nil then
replicator:CloseConnection()
print("[paclib] kicked " .. player.Name .. " because player does not have an authentication ticket")
return
end
-- todo - pass in membership value
response = game:HttpGet(url .. "/api/polygongs/verify-player?Username=" .. player.Name .. "&UserID=" .. player.userId .. "&Ticket=" .. player.PolygonTicket.Value .. "&JobID=" .. jobId .. "&" .. access, true)
if response ~= "True" then
replicator:CloseConnection()
print("[paclib] kicked " .. player.Name .. " because could not validate player")
print("[paclib] validation handler returned: " .. response)
return
end
PolygonTickets[player.userId] = player.PolygonTicket.Value
player.PolygonTicket:Remove()
print("[paclib] " .. player.Name .. " has been authenticated")
if url and access and placeId and player and player.userId then
while true do
wait(1)
if player.Character then break end
end
game:HttpGet(url .. "/Game/ClientPresence.ashx?action=connect&" .. access .. "&Ticket=" .. PolygonTickets[player.userId])
game:HttpGet(url .. "/Game/PlaceVisit.ashx?Ticket=" .. PolygonTickets[player.userId] .. "&" .. access)
end
end)
-- Now start the connection
ns:Start(port, 15)
scriptContext:SetTimeout(10)
scriptContext.ScriptsDisabled = false
--delay(1, function()
-- loadfile(url .. "/analytics/GamePerfMonitor.ashx")(jobId, placeId)
--end)
game:HttpGet(url .. "/api/polygongs/update-job?" .. access .. "&JobID=" .. jobId .. "&Status=Ready")
InactivityHandler()
------------------------------END START GAME SHARED SCRIPT--------------------------
<?php echo RBXClient::CryptSignScript(ob_get_clean());